2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
119 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
120 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
132 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
140 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
142 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
166 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
168 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
174 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
175 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
176 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
177 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
178 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
179 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
181 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
183 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
185 extern cvar_t v_glslgamma;
187 extern qboolean v_flipped_state;
189 static struct r_bloomstate_s
194 int bloomwidth, bloomheight;
196 int screentexturewidth, screentextureheight;
197 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
199 int bloomtexturewidth, bloomtextureheight;
200 rtexture_t *texture_bloom;
202 // arrays for rendering the screen passes
203 float screentexcoord2f[8];
204 float bloomtexcoord2f[8];
205 float offsettexcoord2f[8];
207 r_viewport_t viewport;
211 r_waterstate_t r_waterstate;
213 /// shadow volume bsp struct with automatically growing nodes buffer
216 rtexture_t *r_texture_blanknormalmap;
217 rtexture_t *r_texture_white;
218 rtexture_t *r_texture_grey128;
219 rtexture_t *r_texture_black;
220 rtexture_t *r_texture_notexture;
221 rtexture_t *r_texture_whitecube;
222 rtexture_t *r_texture_normalizationcube;
223 rtexture_t *r_texture_fogattenuation;
224 rtexture_t *r_texture_fogheighttexture;
225 rtexture_t *r_texture_gammaramps;
226 unsigned int r_texture_gammaramps_serial;
227 //rtexture_t *r_texture_fogintensity;
228 rtexture_t *r_texture_reflectcube;
230 // TODO: hash lookups?
231 typedef struct cubemapinfo_s
238 int r_texture_numcubemaps;
239 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
241 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
242 unsigned int r_numqueries;
243 unsigned int r_maxqueries;
245 typedef struct r_qwskincache_s
247 char name[MAX_QPATH];
248 skinframe_t *skinframe;
252 static r_qwskincache_t *r_qwskincache;
253 static int r_qwskincache_size;
255 /// vertex coordinates for a quad that covers the screen exactly
256 const float r_screenvertex3f[12] =
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
267 for (i = 0;i < verts;i++)
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
281 for (i = 0;i < verts;i++)
291 // FIXME: move this to client?
294 if (gamemode == GAME_NEHAHRA)
296 Cvar_Set("gl_fogenable", "0");
297 Cvar_Set("gl_fogdensity", "0.2");
298 Cvar_Set("gl_fogred", "0.3");
299 Cvar_Set("gl_foggreen", "0.3");
300 Cvar_Set("gl_fogblue", "0.3");
302 r_refdef.fog_density = 0;
303 r_refdef.fog_red = 0;
304 r_refdef.fog_green = 0;
305 r_refdef.fog_blue = 0;
306 r_refdef.fog_alpha = 1;
307 r_refdef.fog_start = 0;
308 r_refdef.fog_end = 16384;
309 r_refdef.fog_height = 1<<30;
310 r_refdef.fog_fadedepth = 128;
311 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
314 static void R_BuildBlankTextures(void)
316 unsigned char data[4];
317 data[2] = 128; // normal X
318 data[1] = 128; // normal Y
319 data[0] = 255; // normal Z
320 data[3] = 128; // height
321 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
326 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 static void R_BuildNoTexture(void)
342 unsigned char pix[16][16][4];
343 // this makes a light grey/dark grey checkerboard texture
344 for (y = 0;y < 16;y++)
346 for (x = 0;x < 16;x++)
348 if ((y < 8) ^ (x < 8))
364 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
367 static void R_BuildWhiteCube(void)
369 unsigned char data[6*1*1*4];
370 memset(data, 255, sizeof(data));
371 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
374 static void R_BuildNormalizationCube(void)
378 vec_t s, t, intensity;
381 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382 for (side = 0;side < 6;side++)
384 for (y = 0;y < NORMSIZE;y++)
386 for (x = 0;x < NORMSIZE;x++)
388 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424 intensity = 127.0f / sqrt(DotProduct(v, v));
425 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428 data[((side*64+y)*64+x)*4+3] = 255;
432 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildFogTexture(void)
440 unsigned char data1[FOGWIDTH][4];
441 //unsigned char data2[FOGWIDTH][4];
444 r_refdef.fogmasktable_start = r_refdef.fog_start;
445 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446 r_refdef.fogmasktable_range = r_refdef.fogrange;
447 r_refdef.fogmasktable_density = r_refdef.fog_density;
449 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
452 d = (x * r - r_refdef.fogmasktable_start);
453 if(developer_extra.integer)
454 Con_DPrintf("%f ", d);
456 if (r_fog_exp2.integer)
457 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
459 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460 if(developer_extra.integer)
461 Con_DPrintf(" : %f ", alpha);
462 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463 if(developer_extra.integer)
464 Con_DPrintf(" = %f\n", alpha);
465 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
468 for (x = 0;x < FOGWIDTH;x++)
470 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
475 //data2[x][0] = 255 - b;
476 //data2[x][1] = 255 - b;
477 //data2[x][2] = 255 - b;
480 if (r_texture_fogattenuation)
482 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
487 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
488 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
492 static void R_BuildFogHeightTexture(void)
494 unsigned char *inpixels;
502 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503 if (r_refdef.fogheighttexturename[0])
504 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
507 r_refdef.fog_height_tablesize = 0;
508 if (r_texture_fogheighttexture)
509 R_FreeTexture(r_texture_fogheighttexture);
510 r_texture_fogheighttexture = NULL;
511 if (r_refdef.fog_height_table2d)
512 Mem_Free(r_refdef.fog_height_table2d);
513 r_refdef.fog_height_table2d = NULL;
514 if (r_refdef.fog_height_table1d)
515 Mem_Free(r_refdef.fog_height_table1d);
516 r_refdef.fog_height_table1d = NULL;
520 r_refdef.fog_height_tablesize = size;
521 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
522 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
523 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
525 // LordHavoc: now the magic - what is that table2d for? it is a cooked
526 // average fog color table accounting for every fog layer between a point
527 // and the camera. (Note: attenuation is handled separately!)
528 for (y = 0;y < size;y++)
530 for (x = 0;x < size;x++)
536 for (j = x;j <= y;j++)
538 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
544 for (j = x;j >= y;j--)
546 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
551 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
557 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
560 //=======================================================================================================================================================
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "# extension GL_EXT_gpu_shader4 : enable\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "# extension GL_ARB_texture_gather : enable\n"
588 "# ifdef GL_AMD_texture_texture4\n"
589 "# extension GL_AMD_texture_texture4 : enable\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
622 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
639 "#ifdef FRAGMENT_SHADER\n"
642 " gl_FragColor = gl_Color;\n"
645 "#else // !MODE_SHOWDEPTH\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
654 "#ifdef VERTEX_SHADER\n"
657 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
668 "uniform sampler2D Texture_Second;\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
688 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
690 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
692 "#ifdef USEVIEWTINT\n"
693 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
699 " float sobel = 1.0;\n"
700 " // vec2 ts = textureSize(Texture_First, 0);\n"
701 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 " vec2 px = PixelSize;\n"
703 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
705 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
708 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
711 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
714 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
732 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
733 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
737 "#ifdef USESATURATION\n"
738 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
744 "#ifdef USEGAMMARAMPS\n"
745 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
751 "#else // !MODE_POSTPROCESS\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
763 "#ifdef VERTEX_SHADER\n"
766 " gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#ifdef USESPECULAR\n"
771 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
787 " gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
792 "#ifdef USESPECULAR\n"
793 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 " gl_FragColor *= tex2;\n"
798 " gl_FragColor += tex2;\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
806 "#else // !MODE_GENERIC\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
816 " gl_FrontColor = gl_Color;\n"
817 " TexCoord = gl_MultiTexCoord0.xy;\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
829 " vec2 tc = TexCoord;\n"
830 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 " tc += BloomBlur_Parameters.xy;\n"
832 " for (i = 1;i < SAMPLES;i++)\n"
834 " color += texture2D(Texture_First, tc).rgb;\n"
835 " tc += BloomBlur_Parameters.xy;\n"
837 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
849 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 " ModelViewProjectionPosition = gl_Position;\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
870 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 " // FIXME temporary hack to detect the case that the reflection\n"
875 " // gets blackened at edges due to leaving the area that contains actual\n"
877 " // Remove this 'ack once we have a better way to stop this thing from\n"
879 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
887 "#else // !MODE_REFRACTION\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
902 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 " ModelViewProjectionPosition = gl_Position;\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
927 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 " // FIXME temporary hack to detect the case that the reflection\n"
933 " // gets blackened at edges due to leaving the area that contains actual\n"
935 " // Remove this 'ack once we have a better way to stop this thing from\n"
937 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
951 "#else // !MODE_WATER\n"
956 "// common definitions between vertex shader and fragment shader:\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1002 "uniform vec4 FogPlane;\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1012 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1021 "uniform sampler2D Texture_Glow;\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 " fogfrac = fogheightpixel.a;\n"
1076 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 " // 14 sample relief mapping: linear search and then binary search\n"
1094 " // this basically steps forward a small amount repeatedly until it finds\n"
1095 " // itself inside solid, then jitters forward and back using decreasing\n"
1096 " // amounts to find the impact\n"
1097 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 " vec3 RT = vec3(TexCoord, 1);\n"
1101 " OffsetVector *= 0.1;\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1115 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1118 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 " // this basically moves forward the full distance, and then backs up based\n"
1120 " // on height of samples\n"
1121 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 " TexCoord += OffsetVector;\n"
1125 " OffsetVector *= 0.333;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 " return TexCoord;\n"
1132 "#endif // USEOFFSETMAPPING\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 " vec3 adir = abs(dir);\n"
1182 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 " vec3 adir = abs(dir);\n"
1190 " float ma = adir.z;\n"
1191 " vec4 proj = vec4(dir, 2.5);\n"
1192 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1216 "# ifdef USESHADOWMAPPCF\n"
1217 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1220 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# if USESHADOWMAPPCF > 1\n"
1227 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1230 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1231 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1232 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1233 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 " vec2 offset = fract(shadowmaptc.xy);\n"
1238 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1240 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1241 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1245 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1249 "# ifdef USESHADOWMAPORTHO\n"
1250 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1260 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1263 "# ifdef USESHADOWSAMPLER\n"
1264 "# ifdef USESHADOWMAPPCF\n"
1265 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1266 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1269 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1272 "# ifdef USESHADOWMAPPCF\n"
1273 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "# ifdef GL_ARB_texture_gather\n"
1275 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "# if USESHADOWMAPPCF > 1\n"
1281 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1285 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1286 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1287 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1288 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1289 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1290 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 " locols.yz += group2.ab;\n"
1293 " hicols.yz += group8.rg;\n"
1294 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 " mix(locols, hicols, offset.y);\n"
1297 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 " f = dot(cols, vec4(1.0/25.0));\n"
1301 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1304 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1305 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1310 "# ifdef GL_EXT_gpu_shader4\n"
1311 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1315 "# if USESHADOWMAPPCF > 1\n"
1316 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 " center *= ShadowMap_TextureScale;\n"
1318 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1319 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1320 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1321 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1322 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1328 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1329 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1334 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1337 "# ifdef USESHADOWMAPORTHO\n"
1338 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1348 " // apply depth texture cubemap as light filter\n"
1349 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "# ifdef USESHADOWSAMPLER\n"
1352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1374 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " gl_FrontColor = gl_Color;\n"
1377 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1380 " // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1388 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 " // apply offsetmapping\n"
1400 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1404 "#ifdef USEALPHAKILL\n"
1405 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1424 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#endif // VERTEX_SHADER\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1455 " // calculate viewspace pixel position\n"
1456 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 " // decode viewspace pixel normal\n"
1461 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 " // surfacenormal = pixel normal in viewspace\n"
1464 " // LightVector = pixel to light in viewspace\n"
1465 " // CubeVector = position in lightspace\n"
1466 " // eyevector = pixel to view in viewspace\n"
1467 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 " // calculate diffuse shading\n"
1471 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#ifdef USESPECULAR\n"
1475 " // calculate directional shading\n"
1476 " vec3 eyevector = position * -1.0;\n"
1477 "# ifdef USEEXACTSPECULARMATH\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 " fade *= ShadowMapCompare(CubeVector);\n"
1489 "#ifdef USEDIFFUSE\n"
1490 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#ifdef USESPECULAR\n"
1495 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1500 "# ifdef USECUBEFILTER\n"
1501 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 " gl_FragData[0].rgb *= cubecolor;\n"
1503 " gl_FragData[1].rgb *= cubecolor;\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 " gl_FrontColor = gl_Color;\n"
1528 " // copy the surface texcoord\n"
1529 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#ifdef USELIGHTMAP\n"
1534 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 " // transform vertex position into light attenuation/cubemap space\n"
1539 " // (-1 to +1 across the light box)\n"
1540 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "# ifdef USEDIFFUSE\n"
1543 " // transform unnormalized light direction into tangent space\n"
1544 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 " // normalize it per pixel)\n"
1546 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1559 " // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 " VectorS = gl_MultiTexCoord1.xyz;\n"
1574 " VectorT = gl_MultiTexCoord2.xyz;\n"
1575 " VectorR = gl_MultiTexCoord3.xyz;\n"
1578 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1585 "#ifdef USEREFLECTION\n"
1586 " ModelViewProjectionPosition = gl_Position;\n"
1589 "#endif // VERTEX_SHADER\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1605 "uniform myhalf3 Color_Glow;\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 " // apply offsetmapping\n"
1629 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1633 " // combine the diffuse textures (base, pants, shirt)\n"
1634 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 " if (color.a < 0.5)\n"
1639 " color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1652 " // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1659 " // get the material colors\n"
1660 " myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 " // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1697 " color.rgb *= LightColor;\n"
1698 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "# ifdef USECUBEFILTER\n"
1703 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#ifdef USEDIFFUSE\n"
1713 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 " // convert modelspace light vector to tangentspace\n"
1723 " myhalf3 lightnormal;\n"
1724 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 " color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1762 "# ifdef USEDIFFUSE\n"
1763 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "# ifdef USESPECULAR\n"
1765 "# ifdef USEEXACTSPECULARMATH\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1776 " color.rgb = diffusetex * Color_Ambient;\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1799 " color.rgb = FogVertex(color.rgb);\n"
1802 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1803 "#ifdef USEREFLECTION\n"
1804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 " // FIXME temporary hack to detect the case that the reflection\n"
1809 " // gets blackened at edges due to leaving the area that contains actual\n"
1811 " // Remove this 'ack once we have a better way to stop this thing from\n"
1813 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1821 " gl_FragColor = vec4(color);\n"
1823 "#endif // FRAGMENT_SHADER\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1837 =========================================================================================================================================================
1841 =========================================================================================================================================================
1845 =========================================================================================================================================================
1849 =========================================================================================================================================================
1853 =========================================================================================================================================================
1857 =========================================================================================================================================================
1861 =========================================================================================================================================================
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1897 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1915 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = gl_FrontColor;\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1937 "#ifdef VERTEX_SHADER\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1949 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1964 "uniform sampler2D Texture_Second,\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1984 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#ifdef USEVIEWTINT\n"
1989 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1999 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2000 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2003 "#ifdef USESATURATION\n"
2004 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2017 "#else // !MODE_POSTPROCESS\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2037 " gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#ifdef USESPECULAR\n"
2042 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2069 "#ifdef USESPECULAR\n"
2070 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 " gl_FragColor *= tex2;\n"
2075 " gl_FragColor += tex2;\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2083 "#else // !MODE_GENERIC\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2099 " TexCoord = gl_MultiTexCoord0.xy;\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2115 " float2 tc = TexCoord;\n"
2116 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2118 " for (i = 1;i < SAMPLES;i++)\n"
2120 " color += tex2D(Texture_First, tc).rgb;\n"
2121 " tc += BloomBlur_Parameters.xy;\n"
2123 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2142 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 " ModelViewProjectionPosition = gl_Position;\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2164 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 " // FIXME temporary hack to detect the case that the reflection\n"
2169 " // gets blackened at edges due to leaving the area that contains actual\n"
2171 " // Remove this 'ack once we have a better way to stop this thing from\n"
2173 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2181 "#else // !MODE_REFRACTION\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2202 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 " ModelViewProjectionPosition = gl_Position;\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2231 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2377 "# ifdef USESHADOWSAMPLER\n"
2379 "# ifdef USESHADOWMAPPCF\n"
2380 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2383 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2388 "# ifdef USESHADOWMAPPCF\n"
2389 "# if USESHADOWMAPPCF > 1\n"
2390 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2393 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2394 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2395 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2396 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 " float2 offset = frac(shadowmaptc.xy);\n"
2401 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2403 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2404 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2408 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2412 "# ifdef USESHADOWMAPORTHO\n"
2413 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2434 "# ifdef USESHADOWSAMPLER\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2437 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2440 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2443 "# ifdef USESHADOWMAPPCF\n"
2444 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "# ifdef GL_ARB_texture_gather\n"
2446 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 " center *= ShadowMap_TextureScale;\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2461 "# if USESHADOWMAPPCF > 1\n"
2462 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 " center *= ShadowMap_TextureScale;\n"
2464 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2465 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2466 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2467 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2468 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2474 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2475 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2480 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2483 "# ifdef USESHADOWMAPORTHO\n"
2484 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 " // apply depth texture cubemap as light filter\n"
2495 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2543 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 " gl_FrontColor = gl_Color;\n"
2546 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2549 " // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2557 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "#endif // VERTEX_SHADER\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2588 " float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 " // apply offsetmapping\n"
2591 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2595 "#ifdef USEALPHAKILL\n"
2596 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2703 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 " // decode viewspace pixel normal\n"
2706 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 " // surfacenormal = pixel normal in viewspace\n"
2709 " // LightVector = pixel to light in viewspace\n"
2710 " // CubeVector = position in lightspace\n"
2711 " // eyevector = pixel to view in viewspace\n"
2712 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 " // calculate diffuse shading\n"
2716 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#ifdef USESPECULAR\n"
2720 " // calculate directional shading\n"
2721 " float3 eyevector = position * -1.0;\n"
2722 "# ifdef USEEXACTSPECULARMATH\n"
2723 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 " fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2748 "#ifdef USEDIFFUSE\n"
2749 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#ifdef USESPECULAR\n"
2754 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2759 "# ifdef USECUBEFILTER\n"
2760 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 " gl_FragData0.rgb *= cubecolor;\n"
2762 " gl_FragData1.rgb *= cubecolor;\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2771 "#ifdef VERTEX_SHADER\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "out float4 gl_Position : POSITION\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 " gl_FrontColor = gl_Color;\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2951 "uniform sampler2D Texture_Glow,\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3015 "uniform half3 Color_Glow,\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "out float4 gl_FragColor : COLOR\n"
3080 " float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 " // apply offsetmapping\n"
3086 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3090 " // combine the diffuse textures (base, pants, shirt)\n"
3091 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 " if (color.a < 0.5)\n"
3096 " color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3109 " // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3116 " // get the material colors\n"
3117 " half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 " // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 " half3 lightnormal = half3(normalize(LightVector));\n"
3140 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3152 " color.rgb = diffusetex * Color_Ambient;\n"
3154 " color.rgb *= LightColor;\n"
3155 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3174 "# ifdef USECUBEFILTER\n"
3175 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#ifdef USEDIFFUSE\n"
3185 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 " // convert modelspace light vector to tangentspace\n"
3195 " half3 lightnormal;\n"
3196 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 " color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3234 "# ifdef USEDIFFUSE\n"
3235 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "# ifdef USESPECULAR\n"
3237 "# ifdef USEEXACTSPECULARMATH\n"
3238 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3248 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3278 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3281 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3282 "#ifdef USEREFLECTION\n"
3283 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 " // FIXME temporary hack to detect the case that the reflection\n"
3288 " // gets blackened at edges due to leaving the area that contains actual\n"
3290 " // Remove this 'ack once we have a better way to stop this thing from\n"
3292 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3300 " gl_FragColor = float4(color);\n"
3302 "#endif // FRAGMENT_SHADER\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3318 //=======================================================================================================================================================
3320 typedef struct shaderpermutationinfo_s
3322 const char *pretext;
3325 shaderpermutationinfo_t;
3327 typedef struct shadermodeinfo_s
3329 const char *vertexfilename;
3330 const char *geometryfilename;
3331 const char *fragmentfilename;
3332 const char *pretext;
3337 typedef enum shaderpermutation_e
3339 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 shaderpermutation_t;
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {"#define USEDIFFUSE\n", " diffuse"},
3377 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378 {"#define USEVIEWTINT\n", " viewtint"},
3379 {"#define USECOLORMAPPING\n", " colormapping"},
3380 {"#define USESATURATION\n", " saturation"},
3381 {"#define USEFOGINSIDE\n", " foginside"},
3382 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384 {"#define USEGAMMARAMPS\n", " gammaramps"},
3385 {"#define USECUBEFILTER\n", " cubefilter"},
3386 {"#define USEGLOW\n", " glow"},
3387 {"#define USEBLOOM\n", " bloom"},
3388 {"#define USESPECULAR\n", " specular"},
3389 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391 {"#define USEREFLECTION\n", " reflection"},
3392 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403 {"#define USEALPHAKILL\n", " alphakill"},
3404 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3410 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3473 /// hash lookup data
3474 struct r_glsl_permutation_s *hashnext;
3476 unsigned int permutation;
3478 /// indicates if we have tried compiling this permutation already
3480 /// 0 if compilation failed
3482 /// locations of detected uniforms in program object, or -1 if not found
3483 int loc_Texture_First;
3484 int loc_Texture_Second;
3485 int loc_Texture_GammaRamps;
3486 int loc_Texture_Normal;
3487 int loc_Texture_Color;
3488 int loc_Texture_Gloss;
3489 int loc_Texture_Glow;
3490 int loc_Texture_SecondaryNormal;
3491 int loc_Texture_SecondaryColor;
3492 int loc_Texture_SecondaryGloss;
3493 int loc_Texture_SecondaryGlow;
3494 int loc_Texture_Pants;
3495 int loc_Texture_Shirt;
3496 int loc_Texture_FogHeightTexture;
3497 int loc_Texture_FogMask;
3498 int loc_Texture_Lightmap;
3499 int loc_Texture_Deluxemap;
3500 int loc_Texture_Attenuation;
3501 int loc_Texture_Cube;
3502 int loc_Texture_Refraction;
3503 int loc_Texture_Reflection;
3504 int loc_Texture_ShadowMapRect;
3505 int loc_Texture_ShadowMapCube;
3506 int loc_Texture_ShadowMap2D;
3507 int loc_Texture_CubeProjection;
3508 int loc_Texture_ScreenDepth;
3509 int loc_Texture_ScreenNormalMap;
3510 int loc_Texture_ScreenDiffuse;
3511 int loc_Texture_ScreenSpecular;
3512 int loc_Texture_ReflectMask;
3513 int loc_Texture_ReflectCube;
3515 int loc_BloomBlur_Parameters;
3517 int loc_Color_Ambient;
3518 int loc_Color_Diffuse;
3519 int loc_Color_Specular;
3521 int loc_Color_Pants;
3522 int loc_Color_Shirt;
3523 int loc_DeferredColor_Ambient;
3524 int loc_DeferredColor_Diffuse;
3525 int loc_DeferredColor_Specular;
3526 int loc_DeferredMod_Diffuse;
3527 int loc_DeferredMod_Specular;
3528 int loc_DistortScaleRefractReflect;
3529 int loc_EyePosition;
3531 int loc_FogHeightFade;
3533 int loc_FogPlaneViewDist;
3534 int loc_FogRangeRecip;
3537 int loc_LightPosition;
3538 int loc_OffsetMapping_Scale;
3540 int loc_ReflectColor;
3541 int loc_ReflectFactor;
3542 int loc_ReflectOffset;
3543 int loc_RefractColor;
3545 int loc_ScreenCenterRefractReflect;
3546 int loc_ScreenScaleRefractReflect;
3547 int loc_ScreenToDepth;
3548 int loc_ShadowMap_Parameters;
3549 int loc_ShadowMap_TextureScale;
3550 int loc_SpecularPower;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3784 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3785 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3786 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3792 // initialize the samplers to refer to the texture units we use
3793 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3794 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3795 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3796 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3797 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3798 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3799 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3800 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3804 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3805 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3806 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3808 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3809 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3810 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3811 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3812 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3813 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3814 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3816 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3819 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3821 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3823 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3825 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3828 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3832 Mem_Free(vertexstring);
3834 Mem_Free(geometrystring);
3836 Mem_Free(fragmentstring);
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842 if (r_glsl_permutation != perm)
3844 r_glsl_permutation = perm;
3845 if (!r_glsl_permutation->program)
3847 if (!r_glsl_permutation->compiled)
3848 R_GLSL_CompilePermutation(perm, mode, permutation);
3849 if (!r_glsl_permutation->program)
3851 // remove features until we find a valid permutation
3853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855 // reduce i more quickly whenever it would not remove any bits
3856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857 if (!(permutation & j))
3860 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861 if (!r_glsl_permutation->compiled)
3862 R_GLSL_CompilePermutation(perm, mode, permutation);
3863 if (r_glsl_permutation->program)
3866 if (i >= SHADERPERMUTATION_COUNT)
3868 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870 qglUseProgramObjectARB(0);CHECKGLERROR
3871 return; // no bit left to clear, entire mode is broken
3876 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3888 /// hash lookup data
3889 struct r_cg_permutation_s *hashnext;
3891 unsigned int permutation;
3893 /// indicates if we have tried compiling this permutation already
3895 /// 0 if compilation failed
3898 /// locations of detected parameters in programs, or NULL if not found
3899 CGparameter vp_EyePosition;
3900 CGparameter vp_FogPlane;
3901 CGparameter vp_LightDir;
3902 CGparameter vp_LightPosition;
3903 CGparameter vp_ModelToLight;
3904 CGparameter vp_TexMatrix;
3905 CGparameter vp_BackgroundTexMatrix;
3906 CGparameter vp_ModelViewProjectionMatrix;
3907 CGparameter vp_ModelViewMatrix;
3908 CGparameter vp_ShadowMapMatrix;
3910 CGparameter fp_Texture_First;
3911 CGparameter fp_Texture_Second;
3912 CGparameter fp_Texture_GammaRamps;
3913 CGparameter fp_Texture_Normal;
3914 CGparameter fp_Texture_Color;
3915 CGparameter fp_Texture_Gloss;
3916 CGparameter fp_Texture_Glow;
3917 CGparameter fp_Texture_SecondaryNormal;
3918 CGparameter fp_Texture_SecondaryColor;
3919 CGparameter fp_Texture_SecondaryGloss;
3920 CGparameter fp_Texture_SecondaryGlow;
3921 CGparameter fp_Texture_Pants;
3922 CGparameter fp_Texture_Shirt;
3923 CGparameter fp_Texture_FogHeightTexture;
3924 CGparameter fp_Texture_FogMask;
3925 CGparameter fp_Texture_Lightmap;
3926 CGparameter fp_Texture_Deluxemap;
3927 CGparameter fp_Texture_Attenuation;
3928 CGparameter fp_Texture_Cube;
3929 CGparameter fp_Texture_Refraction;
3930 CGparameter fp_Texture_Reflection;
3931 CGparameter fp_Texture_ShadowMapRect;
3932 CGparameter fp_Texture_ShadowMapCube;
3933 CGparameter fp_Texture_ShadowMap2D;
3934 CGparameter fp_Texture_CubeProjection;
3935 CGparameter fp_Texture_ScreenDepth;
3936 CGparameter fp_Texture_ScreenNormalMap;
3937 CGparameter fp_Texture_ScreenDiffuse;
3938 CGparameter fp_Texture_ScreenSpecular;
3939 CGparameter fp_Texture_ReflectMask;
3940 CGparameter fp_Texture_ReflectCube;
3941 CGparameter fp_Alpha;
3942 CGparameter fp_BloomBlur_Parameters;
3943 CGparameter fp_ClientTime;
3944 CGparameter fp_Color_Ambient;
3945 CGparameter fp_Color_Diffuse;
3946 CGparameter fp_Color_Specular;
3947 CGparameter fp_Color_Glow;
3948 CGparameter fp_Color_Pants;
3949 CGparameter fp_Color_Shirt;
3950 CGparameter fp_DeferredColor_Ambient;
3951 CGparameter fp_DeferredColor_Diffuse;
3952 CGparameter fp_DeferredColor_Specular;
3953 CGparameter fp_DeferredMod_Diffuse;
3954 CGparameter fp_DeferredMod_Specular;
3955 CGparameter fp_DistortScaleRefractReflect;
3956 CGparameter fp_EyePosition;
3957 CGparameter fp_FogColor;
3958 CGparameter fp_FogHeightFade;
3959 CGparameter fp_FogPlane;
3960 CGparameter fp_FogPlaneViewDist;
3961 CGparameter fp_FogRangeRecip;
3962 CGparameter fp_LightColor;
3963 CGparameter fp_LightDir;
3964 CGparameter fp_LightPosition;
3965 CGparameter fp_OffsetMapping_Scale;
3966 CGparameter fp_PixelSize;
3967 CGparameter fp_ReflectColor;
3968 CGparameter fp_ReflectFactor;
3969 CGparameter fp_ReflectOffset;
3970 CGparameter fp_RefractColor;
3971 CGparameter fp_Saturation;
3972 CGparameter fp_ScreenCenterRefractReflect;
3973 CGparameter fp_ScreenScaleRefractReflect;
3974 CGparameter fp_ScreenToDepth;
3975 CGparameter fp_ShadowMap_Parameters;
3976 CGparameter fp_ShadowMap_TextureScale;
3977 CGparameter fp_SpecularPower;
3978 CGparameter fp_UserVec1;
3979 CGparameter fp_UserVec2;
3980 CGparameter fp_UserVec3;
3981 CGparameter fp_UserVec4;
3982 CGparameter fp_ViewTintColor;
3983 CGparameter fp_ViewToLight;
3984 CGparameter fp_PixelToScreenTexCoord;
3985 CGparameter fp_ModelToReflectCube;
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3996 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 //unsigned int hashdepth = 0;
4001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002 r_cg_permutation_t *p;
4003 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005 if (p->mode == mode && p->permutation == permutation)
4007 //if (hashdepth > 10)
4008 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4013 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015 p->permutation = permutation;
4016 p->hashnext = r_cg_permutationhash[mode][hashindex];
4017 r_cg_permutationhash[mode][hashindex] = p;
4018 //if (hashdepth > 10)
4019 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4026 if (!filename || !filename[0])
4028 if (!strcmp(filename, "cg/default.cg"))
4030 if (!cgshaderstring)
4032 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036 cgshaderstring = (char *)builtincgshaderstring;
4038 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040 return shaderstring;
4042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4045 if (printfromdisknotice)
4046 Con_DPrintf("from disk %s... ", filename);
4047 return shaderstring;
4049 return shaderstring;
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 // TODO: load or create .fp and .vp shader files
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4060 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061 int vertstrings_count = 0, vertstring_length = 0;
4062 int geomstrings_count = 0, geomstring_length = 0;
4063 int fragstrings_count = 0, fragstring_length = 0;
4065 char *vertexstring, *geometrystring, *fragmentstring;
4066 char *vertstring, *geomstring, *fragstring;
4067 const char *vertstrings_list[32+3];
4068 const char *geomstrings_list[32+3];
4069 const char *fragstrings_list[32+3];
4070 char permutationname[256];
4071 char cachename[256];
4072 CGprofile vertexProfile;
4073 CGprofile fragmentProfile;
4081 permutationname[0] = 0;
4083 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4084 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088 strlcat(cachename, "cg/", sizeof(cachename));
4090 // the first pretext is which type of shader to compile as
4091 // (later these will all be bound together as a program object)
4092 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096 // the second pretext is the mode (for example a light source)
4097 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101 strlcat(cachename, modeinfo->name, sizeof(cachename));
4103 // now add all the permutation pretexts
4104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106 if (permutation & (1<<i))
4108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116 // keep line numbers correct
4117 vertstrings_list[vertstrings_count++] = "\n";
4118 geomstrings_list[geomstrings_count++] = "\n";
4119 fragstrings_list[fragstrings_count++] = "\n";
4123 // replace spaces in the cachename with _ characters
4124 for (i = 0;cachename[i];i++)
4125 if (cachename[i] == ' ')
4128 // now append the shader text itself
4129 vertstrings_list[vertstrings_count++] = vertexstring;
4130 geomstrings_list[geomstrings_count++] = geometrystring;
4131 fragstrings_list[fragstrings_count++] = fragmentstring;
4133 // if any sources were NULL, clear the respective list
4135 vertstrings_count = 0;
4136 if (!geometrystring)
4137 geomstrings_count = 0;
4138 if (!fragmentstring)
4139 fragstrings_count = 0;
4141 vertstring_length = 0;
4142 for (i = 0;i < vertstrings_count;i++)
4143 vertstring_length += strlen(vertstrings_list[i]);
4144 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148 geomstring_length = 0;
4149 for (i = 0;i < geomstrings_count;i++)
4150 geomstring_length += strlen(geomstrings_list[i]);
4151 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155 fragstring_length = 0;
4156 for (i = 0;i < fragstrings_count;i++)
4157 fragstring_length += strlen(fragstrings_list[i]);
4158 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164 //vertexProfile = CG_PROFILE_ARBVP1;
4165 //fragmentProfile = CG_PROFILE_ARBFP1;
4166 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4173 // try to load the cached shader, or generate one
4174 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176 // if caching failed, do a dynamic compile for now
4178 if (vertstring[0] && !p->vprogram)
4179 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181 if (fragstring[0] && !p->fprogram)
4182 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4185 // look up all the uniform variable names we care about, so we don't
4186 // have to look them up every time we set them
4190 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4193 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4194 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4195 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4196 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4207 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4210 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4241 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4243 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4256 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4257 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4259 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4262 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4263 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4264 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4266 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4270 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4271 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4278 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4279 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4280 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4281 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4288 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4291 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4295 Mem_Free(vertstring);
4297 Mem_Free(geomstring);
4299 Mem_Free(fragstring);
4301 Mem_Free(vertexstring);
4303 Mem_Free(geometrystring);
4305 Mem_Free(fragmentstring);
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4310 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313 if (r_cg_permutation != perm)
4315 r_cg_permutation = perm;
4316 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4318 if (!r_cg_permutation->compiled)
4319 R_CG_CompilePermutation(perm, mode, permutation);
4320 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4322 // remove features until we find a valid permutation
4324 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 // reduce i more quickly whenever it would not remove any bits
4327 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328 if (!(permutation & j))
4331 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332 if (!r_cg_permutation->compiled)
4333 R_CG_CompilePermutation(perm, mode, permutation);
4334 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337 if (i >= SHADERPERMUTATION_COUNT)
4339 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341 return; // no bit left to clear, entire mode is broken
4347 if (r_cg_permutation->vprogram)
4349 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 if (r_cg_permutation->fprogram)
4360 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4378 cgGLSetTextureParameter(param, R_GetTexture(tex));
4379 cgGLEnableTextureParameter(param);
4383 void R_GLSL_Restart_f(void)
4385 unsigned int i, limit;
4386 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387 Mem_Free(glslshaderstring);
4388 glslshaderstring = NULL;
4389 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390 Mem_Free(cgshaderstring);
4391 cgshaderstring = NULL;
4392 switch(vid.renderpath)
4394 case RENDERPATH_GL20:
4396 r_glsl_permutation_t *p;
4397 r_glsl_permutation = NULL;
4398 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399 for (i = 0;i < limit;i++)
4401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4403 GL_Backend_FreeProgram(p->program);
4404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410 case RENDERPATH_CGGL:
4413 r_cg_permutation_t *p;
4414 r_cg_permutation = NULL;
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420 for (i = 0;i < limit;i++)
4422 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425 cgDestroyProgram(p->vprogram);
4427 cgDestroyProgram(p->fprogram);
4428 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4435 case RENDERPATH_GL13:
4436 case RENDERPATH_GL11:
4441 void R_GLSL_DumpShader_f(void)
4446 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449 FS_Print(file, "/* The engine may define the following macros:\n");
4450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451 for (i = 0;i < SHADERMODE_COUNT;i++)
4452 FS_Print(file, glslshadermodeinfo[i].pretext);
4453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454 FS_Print(file, shaderpermutationinfo[i].pretext);
4455 FS_Print(file, "*/\n");
4456 FS_Print(file, builtinshaderstring);
4458 Con_Printf("glsl/default.glsl written\n");
4461 Con_Printf("failed to write to glsl/default.glsl\n");
4464 file = FS_OpenRealFile("cg/default.cg", "w", false);
4467 FS_Print(file, "/* The engine may define the following macros:\n");
4468 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469 for (i = 0;i < SHADERMODE_COUNT;i++)
4470 FS_Print(file, cgshadermodeinfo[i].pretext);
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472 FS_Print(file, shaderpermutationinfo[i].pretext);
4473 FS_Print(file, "*/\n");
4474 FS_Print(file, builtincgshaderstring);
4476 Con_Printf("cg/default.cg written\n");
4479 Con_Printf("failed to write to cg/default.cg\n");
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 texturemode = GL_MODULATE;
4487 switch (vid.renderpath)
4489 case RENDERPATH_GL20:
4490 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4491 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4494 case RENDERPATH_CGGL:
4497 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4498 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 case RENDERPATH_GL13:
4503 R_Mesh_TexBind(0, first );
4504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505 R_Mesh_TexBind(1, second);
4507 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4509 case RENDERPATH_GL11:
4510 R_Mesh_TexBind(0, first );
4515 void R_SetupShader_DepthOrShadow(void)
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4522 case RENDERPATH_CGGL:
4524 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 case RENDERPATH_GL13:
4528 R_Mesh_TexBind(0, 0);
4529 R_Mesh_TexBind(1, 0);
4531 case RENDERPATH_GL11:
4532 R_Mesh_TexBind(0, 0);
4537 void R_SetupShader_ShowDepth(void)
4539 switch (vid.renderpath)
4541 case RENDERPATH_GL20:
4542 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4544 case RENDERPATH_CGGL:
4546 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 case RENDERPATH_GL13:
4551 case RENDERPATH_GL11:
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4584 // select a permutation of the lighting shader appropriate to this
4585 // combination of texture, entity, light source, and fogging, only use the
4586 // minimum features necessary to avoid wasting rendering time in the
4587 // fragment shader on features that are not being used
4588 unsigned int permutation = 0;
4589 unsigned int mode = 0;
4591 if (rsurfacepass == RSURFPASS_BACKGROUND)
4593 // distorted background
4594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4595 mode = SHADERMODE_WATER;
4596 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4597 mode = SHADERMODE_REFRACTION;
4600 mode = SHADERMODE_GENERIC;
4601 permutation |= SHADERPERMUTATION_DIFFUSE;
4603 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4604 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4608 R_Mesh_ColorPointer(NULL, 0, 0);
4609 GL_AlphaTest(false);
4610 GL_BlendFunc(GL_ONE, GL_ZERO);
4612 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4614 if (r_glsl_offsetmapping.integer)
4616 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4618 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4619 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623 if (r_glsl_offsetmapping_reliefmapping.integer)
4624 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4630 permutation |= SHADERPERMUTATION_ALPHAKILL;
4631 // normalmap (deferred prepass), may use alpha test on diffuse
4632 mode = SHADERMODE_DEFERREDGEOMETRY;
4633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4634 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4635 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4636 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4639 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4640 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4641 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4643 R_Mesh_ColorPointer(NULL, 0, 0);
4644 GL_AlphaTest(false);
4645 GL_BlendFunc(GL_ONE, GL_ZERO);
4647 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4649 if (r_glsl_offsetmapping.integer)
4651 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4652 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4653 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4654 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4655 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4657 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4658 if (r_glsl_offsetmapping_reliefmapping.integer)
4659 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4662 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4663 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4665 mode = SHADERMODE_LIGHTSOURCE;
4666 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4668 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4669 permutation |= SHADERPERMUTATION_CUBEFILTER;
4670 if (diffusescale > 0)
4671 permutation |= SHADERPERMUTATION_DIFFUSE;
4672 if (specularscale > 0)
4674 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4675 if (r_shadow_glossexact.integer)
4676 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4678 if (r_refdef.fogenabled)
4679 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4680 if (rsurface.texture->colormapping)
4681 permutation |= SHADERPERMUTATION_COLORMAPPING;
4682 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4684 if (r_shadow_usingshadowmaprect)
4685 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4686 if (r_shadow_usingshadowmap2d)
4687 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4688 if (r_shadow_usingshadowmapcube)
4689 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4690 else if(r_shadow_shadowmapvsdct)
4691 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4693 if (r_shadow_shadowmapsampler)
4694 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4695 if (r_shadow_shadowmappcf > 1)
4696 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4697 else if (r_shadow_shadowmappcf)
4698 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4700 if (rsurface.texture->reflectmasktexture)
4701 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4702 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4703 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4705 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4706 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4707 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4711 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4712 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4713 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4715 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4716 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4717 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4719 R_Mesh_ColorPointer(NULL, 0, 0);
4720 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4721 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4723 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4725 if (r_glsl_offsetmapping.integer)
4727 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4728 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4729 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4730 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4731 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4733 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4734 if (r_glsl_offsetmapping_reliefmapping.integer)
4735 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4738 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4739 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4740 // unshaded geometry (fullbright or ambient model lighting)
4741 mode = SHADERMODE_FLATCOLOR;
4742 ambientscale = diffusescale = specularscale = 0;
4743 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4744 permutation |= SHADERPERMUTATION_GLOW;
4745 if (r_refdef.fogenabled)
4746 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4747 if (rsurface.texture->colormapping)
4748 permutation |= SHADERPERMUTATION_COLORMAPPING;
4749 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4751 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4752 if (r_shadow_usingshadowmaprect)
4753 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4754 if (r_shadow_usingshadowmap2d)
4755 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4757 if (r_shadow_shadowmapsampler)
4758 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4759 if (r_shadow_shadowmappcf > 1)
4760 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4761 else if (r_shadow_shadowmappcf)
4762 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4765 permutation |= SHADERPERMUTATION_REFLECTION;
4766 if (rsurface.texture->reflectmasktexture)
4767 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4768 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4769 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4771 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4773 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4777 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4778 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4779 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4781 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4782 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4783 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4785 R_Mesh_ColorPointer(NULL, 0, 0);
4786 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4787 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4789 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4791 if (r_glsl_offsetmapping.integer)
4793 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4794 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4795 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4796 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4797 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4799 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4800 if (r_glsl_offsetmapping_reliefmapping.integer)
4801 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4804 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4805 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4806 // directional model lighting
4807 mode = SHADERMODE_LIGHTDIRECTION;
4808 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4809 permutation |= SHADERPERMUTATION_GLOW;
4810 permutation |= SHADERPERMUTATION_DIFFUSE;
4811 if (specularscale > 0)
4813 permutation |= SHADERPERMUTATION_SPECULAR;
4814 if (r_shadow_glossexact.integer)
4815 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4817 if (r_refdef.fogenabled)
4818 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4819 if (rsurface.texture->colormapping)
4820 permutation |= SHADERPERMUTATION_COLORMAPPING;
4821 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4823 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4824 if (r_shadow_usingshadowmaprect)
4825 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4826 if (r_shadow_usingshadowmap2d)
4827 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4829 if (r_shadow_shadowmapsampler)
4830 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4831 if (r_shadow_shadowmappcf > 1)
4832 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4833 else if (r_shadow_shadowmappcf)
4834 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4837 permutation |= SHADERPERMUTATION_REFLECTION;
4838 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4839 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4840 if (rsurface.texture->reflectmasktexture)
4841 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4842 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4843 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4845 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4847 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4851 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4852 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4853 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4855 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4856 R_Mesh_ColorPointer(NULL, 0, 0);
4857 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4858 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4860 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4862 if (r_glsl_offsetmapping.integer)
4864 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4865 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4866 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4867 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4868 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4870 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4871 if (r_glsl_offsetmapping_reliefmapping.integer)
4872 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4875 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4876 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4877 // ambient model lighting
4878 mode = SHADERMODE_LIGHTDIRECTION;
4879 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4880 permutation |= SHADERPERMUTATION_GLOW;
4881 if (r_refdef.fogenabled)
4882 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4883 if (rsurface.texture->colormapping)
4884 permutation |= SHADERPERMUTATION_COLORMAPPING;
4885 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4887 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4888 if (r_shadow_usingshadowmaprect)
4889 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4890 if (r_shadow_usingshadowmap2d)
4891 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4893 if (r_shadow_shadowmapsampler)
4894 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4895 if (r_shadow_shadowmappcf > 1)
4896 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4897 else if (r_shadow_shadowmappcf)
4898 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4900 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4901 permutation |= SHADERPERMUTATION_REFLECTION;
4902 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4903 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4904 if (rsurface.texture->reflectmasktexture)
4905 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4906 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4909 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4915 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4919 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4920 R_Mesh_ColorPointer(NULL, 0, 0);
4921 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4922 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926 if (r_glsl_offsetmapping.integer)
4928 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4929 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4930 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4931 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4932 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4934 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4935 if (r_glsl_offsetmapping_reliefmapping.integer)
4936 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4939 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4940 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4942 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4943 permutation |= SHADERPERMUTATION_GLOW;
4944 if (r_refdef.fogenabled)
4945 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4946 if (rsurface.texture->colormapping)
4947 permutation |= SHADERPERMUTATION_COLORMAPPING;
4948 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4950 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4951 if (r_shadow_usingshadowmaprect)
4952 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4953 if (r_shadow_usingshadowmap2d)
4954 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4956 if (r_shadow_shadowmapsampler)
4957 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4958 if (r_shadow_shadowmappcf > 1)
4959 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4960 else if (r_shadow_shadowmappcf)
4961 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4963 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4964 permutation |= SHADERPERMUTATION_REFLECTION;
4965 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4966 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4967 if (rsurface.texture->reflectmasktexture)
4968 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4969 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4971 // deluxemapping (light direction texture)
4972 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4973 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4975 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4976 permutation |= SHADERPERMUTATION_DIFFUSE;
4977 if (specularscale > 0)
4979 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4980 if (r_shadow_glossexact.integer)
4981 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4983 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4984 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4985 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4987 R_Mesh_ColorPointer(NULL, 0, 0);
4989 else if (r_glsl_deluxemapping.integer >= 2)
4991 // fake deluxemapping (uniform light direction in tangentspace)
4992 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4993 permutation |= SHADERPERMUTATION_DIFFUSE;
4994 if (specularscale > 0)
4996 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4997 if (r_shadow_glossexact.integer)
4998 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5000 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5001 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5002 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5004 R_Mesh_ColorPointer(NULL, 0, 0);
5006 else if (rsurface.uselightmaptexture)
5008 // ordinary lightmapping (q1bsp, q3bsp)
5009 mode = SHADERMODE_LIGHTMAP;
5010 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5011 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5012 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5014 R_Mesh_ColorPointer(NULL, 0, 0);
5018 // ordinary vertex coloring (q3bsp)
5019 mode = SHADERMODE_VERTEXCOLOR;
5020 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5021 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5023 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5024 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5026 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5028 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5032 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5034 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5036 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5037 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5039 switch(vid.renderpath)
5041 case RENDERPATH_GL20:
5042 R_SetupShader_SetPermutationGLSL(mode, permutation);
5043 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5044 if (mode == SHADERMODE_LIGHTSOURCE)
5046 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5047 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5048 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5049 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5050 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5051 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5053 // additive passes are only darkened by fog, not tinted
5054 if (r_glsl_permutation->loc_FogColor >= 0)
5055 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5056 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5060 if (mode == SHADERMODE_FLATCOLOR)
5062 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5064 else if (mode == SHADERMODE_LIGHTDIRECTION)
5066 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5067 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5068 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5069 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5070 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5071 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5072 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5076 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5077 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5078 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5079 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5080 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5082 // additive passes are only darkened by fog, not tinted
5083 if (r_glsl_permutation->loc_FogColor >= 0)
5085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5086 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5088 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5090 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5091 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5092 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5093 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5094 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5095 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5096 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5097 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5099 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5100 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5101 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5102 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5103 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5105 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5106 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5107 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5108 if (r_glsl_permutation->loc_Color_Pants >= 0)
5110 if (rsurface.texture->pantstexture)
5111 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5113 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5115 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5117 if (rsurface.texture->shirttexture)
5118 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5120 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5122 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5123 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5124 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5125 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5126 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5127 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5128 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5130 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5131 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5132 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5133 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5134 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5135 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5136 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5139 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5140 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5141 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5142 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5143 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5144 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5145 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5146 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5147 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5148 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5149 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5150 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5151 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5152 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5154 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5155 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5156 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5158 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5159 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5160 if (rsurface.rtlight)
5162 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5163 if (r_shadow_usingshadowmapcube)
5164 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5165 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5170 case RENDERPATH_CGGL:
5172 R_SetupShader_SetPermutationCG(mode, permutation);
5173 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5174 if (mode == SHADERMODE_LIGHTSOURCE)
5176 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5177 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5181 if (mode == SHADERMODE_LIGHTDIRECTION)
5183 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5186 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5187 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5188 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5189 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5190 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5193 if (mode == SHADERMODE_LIGHTSOURCE)
5195 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5196 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5197 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5198 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5199 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5201 // additive passes are only darkened by fog, not tinted
5202 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5203 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5207 if (mode == SHADERMODE_FLATCOLOR)
5209 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5211 else if (mode == SHADERMODE_LIGHTDIRECTION)
5213 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5214 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5215 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5216 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5217 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5218 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5219 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5223 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5224 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5225 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5226 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5227 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5229 // additive passes are only darkened by fog, not tinted
5230 if (r_cg_permutation->fp_FogColor)
5232 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5233 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5235 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5238 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5239 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5240 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5241 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5243 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5244 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5245 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5247 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5248 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5249 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5250 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5251 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5252 if (r_cg_permutation->fp_Color_Pants)
5254 if (rsurface.texture->pantstexture)
5255 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5257 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5260 if (r_cg_permutation->fp_Color_Shirt)
5262 if (rsurface.texture->shirttexture)
5263 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5265 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5268 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5269 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5270 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5271 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5272 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5273 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5274 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5277 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5278 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5291 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5301 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5302 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5306 if (rsurface.rtlight)
5308 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5309 if (r_shadow_usingshadowmapcube)
5310 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5311 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5318 case RENDERPATH_GL13:
5319 case RENDERPATH_GL11:
5324 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5326 // select a permutation of the lighting shader appropriate to this
5327 // combination of texture, entity, light source, and fogging, only use the
5328 // minimum features necessary to avoid wasting rendering time in the
5329 // fragment shader on features that are not being used
5330 unsigned int permutation = 0;
5331 unsigned int mode = 0;
5332 const float *lightcolorbase = rtlight->currentcolor;
5333 float ambientscale = rtlight->ambientscale;
5334 float diffusescale = rtlight->diffusescale;
5335 float specularscale = rtlight->specularscale;
5336 // this is the location of the light in view space
5337 vec3_t viewlightorigin;
5338 // this transforms from view space (camera) to light space (cubemap)
5339 matrix4x4_t viewtolight;
5340 matrix4x4_t lighttoview;
5341 float viewtolight16f[16];
5342 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5344 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5345 if (rtlight->currentcubemap != r_texture_whitecube)
5346 permutation |= SHADERPERMUTATION_CUBEFILTER;
5347 if (diffusescale > 0)
5348 permutation |= SHADERPERMUTATION_DIFFUSE;
5349 if (specularscale > 0)
5351 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5352 if (r_shadow_glossexact.integer)
5353 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5355 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5357 if (r_shadow_usingshadowmaprect)
5358 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5359 if (r_shadow_usingshadowmap2d)
5360 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5361 if (r_shadow_usingshadowmapcube)
5362 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5363 else if(r_shadow_shadowmapvsdct)
5364 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5366 if (r_shadow_shadowmapsampler)
5367 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5368 if (r_shadow_shadowmappcf > 1)
5369 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5370 else if (r_shadow_shadowmappcf)
5371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5373 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5374 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5375 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5376 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5377 switch(vid.renderpath)
5379 case RENDERPATH_GL20:
5380 R_SetupShader_SetPermutationGLSL(mode, permutation);
5381 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5382 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5383 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
5384 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
5385 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5386 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5387 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5388 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5389 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5390 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5392 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5393 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5394 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5395 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5396 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5397 if (r_shadow_usingshadowmapcube)
5398 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5399 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5400 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5402 case RENDERPATH_CGGL:
5404 R_SetupShader_SetPermutationCG(mode, permutation);
5405 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5406 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5407 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5408 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5409 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5410 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5411 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5412 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5413 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5414 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5419 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5420 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5421 if (r_shadow_usingshadowmapcube)
5422 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5423 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5424 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5427 case RENDERPATH_GL13:
5428 case RENDERPATH_GL11:
5433 #define SKINFRAME_HASH 1024
5437 int loadsequence; // incremented each level change
5438 memexpandablearray_t array;
5439 skinframe_t *hash[SKINFRAME_HASH];
5442 r_skinframe_t r_skinframe;
5444 void R_SkinFrame_PrepareForPurge(void)
5446 r_skinframe.loadsequence++;
5447 // wrap it without hitting zero
5448 if (r_skinframe.loadsequence >= 200)
5449 r_skinframe.loadsequence = 1;
5452 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5456 // mark the skinframe as used for the purging code
5457 skinframe->loadsequence = r_skinframe.loadsequence;
5460 void R_SkinFrame_Purge(void)
5464 for (i = 0;i < SKINFRAME_HASH;i++)
5466 for (s = r_skinframe.hash[i];s;s = s->next)
5468 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5470 if (s->merged == s->base)
5472 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5473 R_PurgeTexture(s->stain );s->stain = NULL;
5474 R_PurgeTexture(s->merged);s->merged = NULL;
5475 R_PurgeTexture(s->base );s->base = NULL;
5476 R_PurgeTexture(s->pants );s->pants = NULL;
5477 R_PurgeTexture(s->shirt );s->shirt = NULL;
5478 R_PurgeTexture(s->nmap );s->nmap = NULL;
5479 R_PurgeTexture(s->gloss );s->gloss = NULL;
5480 R_PurgeTexture(s->glow );s->glow = NULL;
5481 R_PurgeTexture(s->fog );s->fog = NULL;
5482 R_PurgeTexture(s->reflect);s->reflect = NULL;
5483 s->loadsequence = 0;
5489 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5491 char basename[MAX_QPATH];
5493 Image_StripImageExtension(name, basename, sizeof(basename));
5495 if( last == NULL ) {
5497 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5498 item = r_skinframe.hash[hashindex];
5503 // linearly search through the hash bucket
5504 for( ; item ; item = item->next ) {
5505 if( !strcmp( item->basename, basename ) ) {
5512 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5516 char basename[MAX_QPATH];
5518 Image_StripImageExtension(name, basename, sizeof(basename));
5520 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5521 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5522 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5526 rtexture_t *dyntexture;
5527 // check whether its a dynamic texture
5528 dyntexture = CL_GetDynTexture( basename );
5529 if (!add && !dyntexture)
5531 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5532 memset(item, 0, sizeof(*item));
5533 strlcpy(item->basename, basename, sizeof(item->basename));
5534 item->base = dyntexture; // either NULL or dyntexture handle
5535 item->textureflags = textureflags;
5536 item->comparewidth = comparewidth;
5537 item->compareheight = compareheight;
5538 item->comparecrc = comparecrc;
5539 item->next = r_skinframe.hash[hashindex];
5540 r_skinframe.hash[hashindex] = item;
5542 else if( item->base == NULL )
5544 rtexture_t *dyntexture;
5545 // check whether its a dynamic texture
5546 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5547 dyntexture = CL_GetDynTexture( basename );
5548 item->base = dyntexture; // either NULL or dyntexture handle
5551 R_SkinFrame_MarkUsed(item);
5555 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5557 unsigned long long avgcolor[5], wsum; \
5565 for(pix = 0; pix < cnt; ++pix) \
5568 for(comp = 0; comp < 3; ++comp) \
5570 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5573 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5575 for(comp = 0; comp < 3; ++comp) \
5576 avgcolor[comp] += getpixel * w; \
5579 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5580 avgcolor[4] += getpixel; \
5582 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5584 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5586 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5587 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5590 extern cvar_t gl_picmip;
5591 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5594 unsigned char *pixels;
5595 unsigned char *bumppixels;
5596 unsigned char *basepixels = NULL;
5597 int basepixels_width = 0;
5598 int basepixels_height = 0;
5599 skinframe_t *skinframe;
5600 rtexture_t *ddsbase = NULL;
5601 qboolean ddshasalpha = false;
5602 float ddsavgcolor[4];
5603 char basename[MAX_QPATH];
5604 int miplevel = R_PicmipForFlags(textureflags);
5605 int savemiplevel = miplevel;
5608 if (cls.state == ca_dedicated)
5611 // return an existing skinframe if already loaded
5612 // if loading of the first image fails, don't make a new skinframe as it
5613 // would cause all future lookups of this to be missing
5614 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5615 if (skinframe && skinframe->base)
5618 Image_StripImageExtension(name, basename, sizeof(basename));
5620 // check for DDS texture file first
5621 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5623 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5624 if (basepixels == NULL)
5628 // FIXME handle miplevel
5630 if (developer_loading.integer)
5631 Con_Printf("loading skin \"%s\"\n", name);
5633 // we've got some pixels to store, so really allocate this new texture now
5635 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5636 skinframe->stain = NULL;
5637 skinframe->merged = NULL;
5638 skinframe->base = NULL;
5639 skinframe->pants = NULL;
5640 skinframe->shirt = NULL;
5641 skinframe->nmap = NULL;
5642 skinframe->gloss = NULL;
5643 skinframe->glow = NULL;
5644 skinframe->fog = NULL;
5645 skinframe->reflect = NULL;
5646 skinframe->hasalpha = false;
5650 skinframe->base = ddsbase;
5651 skinframe->hasalpha = ddshasalpha;
5652 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5653 if (r_loadfog && skinframe->hasalpha)
5654 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5655 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5659 basepixels_width = image_width;
5660 basepixels_height = image_height;
5661 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5662 if (textureflags & TEXF_ALPHA)
5664 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5666 if (basepixels[j] < 255)
5668 skinframe->hasalpha = true;
5672 if (r_loadfog && skinframe->hasalpha)
5674 // has transparent pixels
5675 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5676 for (j = 0;j < image_width * image_height * 4;j += 4)
5681 pixels[j+3] = basepixels[j+3];
5683 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5687 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5688 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5689 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5690 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5691 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5692 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5697 mymiplevel = savemiplevel;
5698 if (r_loadnormalmap)
5699 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5700 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5702 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5703 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5704 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5705 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5708 // _norm is the name used by tenebrae and has been adopted as standard
5709 if (r_loadnormalmap && skinframe->nmap == NULL)
5711 mymiplevel = savemiplevel;
5712 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5714 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5718 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5720 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5721 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5722 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5724 Mem_Free(bumppixels);
5726 else if (r_shadow_bumpscale_basetexture.value > 0)
5728 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5729 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5730 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5733 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5734 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5737 // _luma is supported only for tenebrae compatibility
5738 // _glow is the preferred name
5739 mymiplevel = savemiplevel;
5740 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5742 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5743 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5744 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5745 Mem_Free(pixels);pixels = NULL;
5748 mymiplevel = savemiplevel;
5749 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5751 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5752 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5753 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5758 mymiplevel = savemiplevel;
5759 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5761 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5762 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5763 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5768 mymiplevel = savemiplevel;
5769 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5771 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5772 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5773 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5778 mymiplevel = savemiplevel;
5779 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5781 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5782 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5783 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5789 Mem_Free(basepixels);
5794 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5795 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5798 unsigned char *temp1, *temp2;
5799 skinframe_t *skinframe;
5801 if (cls.state == ca_dedicated)
5804 // if already loaded just return it, otherwise make a new skinframe
5805 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5806 if (skinframe && skinframe->base)
5809 skinframe->stain = NULL;
5810 skinframe->merged = NULL;
5811 skinframe->base = NULL;
5812 skinframe->pants = NULL;
5813 skinframe->shirt = NULL;
5814 skinframe->nmap = NULL;
5815 skinframe->gloss = NULL;
5816 skinframe->glow = NULL;
5817 skinframe->fog = NULL;
5818 skinframe->reflect = NULL;
5819 skinframe->hasalpha = false;
5821 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5825 if (developer_loading.integer)
5826 Con_Printf("loading 32bit skin \"%s\"\n", name);
5828 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5830 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5831 temp2 = temp1 + width * height * 4;
5832 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5833 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5836 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5837 if (textureflags & TEXF_ALPHA)
5839 for (i = 3;i < width * height * 4;i += 4)
5841 if (skindata[i] < 255)
5843 skinframe->hasalpha = true;
5847 if (r_loadfog && skinframe->hasalpha)
5849 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5850 memcpy(fogpixels, skindata, width * height * 4);
5851 for (i = 0;i < width * height * 4;i += 4)
5852 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5853 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5854 Mem_Free(fogpixels);
5858 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5859 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5864 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5868 skinframe_t *skinframe;
5870 if (cls.state == ca_dedicated)
5873 // if already loaded just return it, otherwise make a new skinframe
5874 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5875 if (skinframe && skinframe->base)
5878 skinframe->stain = NULL;
5879 skinframe->merged = NULL;
5880 skinframe->base = NULL;
5881 skinframe->pants = NULL;
5882 skinframe->shirt = NULL;
5883 skinframe->nmap = NULL;
5884 skinframe->gloss = NULL;
5885 skinframe->glow = NULL;
5886 skinframe->fog = NULL;
5887 skinframe->reflect = NULL;
5888 skinframe->hasalpha = false;
5890 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5894 if (developer_loading.integer)
5895 Con_Printf("loading quake skin \"%s\"\n", name);
5897 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5898 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5899 memcpy(skinframe->qpixels, skindata, width*height);
5900 skinframe->qwidth = width;
5901 skinframe->qheight = height;
5904 for (i = 0;i < width * height;i++)
5905 featuresmask |= palette_featureflags[skindata[i]];
5907 skinframe->hasalpha = false;
5908 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5909 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5910 skinframe->qgeneratemerged = true;
5911 skinframe->qgeneratebase = skinframe->qhascolormapping;
5912 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5914 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5915 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5920 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5924 unsigned char *skindata;
5926 if (!skinframe->qpixels)
5929 if (!skinframe->qhascolormapping)
5930 colormapped = false;
5934 if (!skinframe->qgeneratebase)
5939 if (!skinframe->qgeneratemerged)
5943 width = skinframe->qwidth;
5944 height = skinframe->qheight;
5945 skindata = skinframe->qpixels;
5947 if (skinframe->qgeneratenmap)
5949 unsigned char *temp1, *temp2;
5950 skinframe->qgeneratenmap = false;
5951 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5952 temp2 = temp1 + width * height * 4;
5953 // use either a custom palette or the quake palette
5954 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5955 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5956 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5960 if (skinframe->qgenerateglow)
5962 skinframe->qgenerateglow = false;
5963 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5968 skinframe->qgeneratebase = false;
5969 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5970 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5971 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5975 skinframe->qgeneratemerged = false;
5976 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5979 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5981 Mem_Free(skinframe->qpixels);
5982 skinframe->qpixels = NULL;
5986 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5989 skinframe_t *skinframe;
5991 if (cls.state == ca_dedicated)
5994 // if already loaded just return it, otherwise make a new skinframe
5995 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5996 if (skinframe && skinframe->base)
5999 skinframe->stain = NULL;
6000 skinframe->merged = NULL;
6001 skinframe->base = NULL;
6002 skinframe->pants = NULL;
6003 skinframe->shirt = NULL;
6004 skinframe->nmap = NULL;
6005 skinframe->gloss = NULL;
6006 skinframe->glow = NULL;
6007 skinframe->fog = NULL;
6008 skinframe->reflect = NULL;
6009 skinframe->hasalpha = false;
6011 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6015 if (developer_loading.integer)
6016 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6018 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6019 if (textureflags & TEXF_ALPHA)
6021 for (i = 0;i < width * height;i++)
6023 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6025 skinframe->hasalpha = true;
6029 if (r_loadfog && skinframe->hasalpha)
6030 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6033 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6034 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6039 skinframe_t *R_SkinFrame_LoadMissing(void)
6041 skinframe_t *skinframe;
6043 if (cls.state == ca_dedicated)
6046 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6047 skinframe->stain = NULL;
6048 skinframe->merged = NULL;
6049 skinframe->base = NULL;
6050 skinframe->pants = NULL;
6051 skinframe->shirt = NULL;
6052 skinframe->nmap = NULL;
6053 skinframe->gloss = NULL;
6054 skinframe->glow = NULL;
6055 skinframe->fog = NULL;
6056 skinframe->reflect = NULL;
6057 skinframe->hasalpha = false;
6059 skinframe->avgcolor[0] = rand() / RAND_MAX;
6060 skinframe->avgcolor[1] = rand() / RAND_MAX;
6061 skinframe->avgcolor[2] = rand() / RAND_MAX;
6062 skinframe->avgcolor[3] = 1;
6067 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6068 typedef struct suffixinfo_s
6071 qboolean flipx, flipy, flipdiagonal;
6074 static suffixinfo_t suffix[3][6] =
6077 {"px", false, false, false},
6078 {"nx", false, false, false},
6079 {"py", false, false, false},
6080 {"ny", false, false, false},
6081 {"pz", false, false, false},
6082 {"nz", false, false, false}
6085 {"posx", false, false, false},
6086 {"negx", false, false, false},
6087 {"posy", false, false, false},
6088 {"negy", false, false, false},
6089 {"posz", false, false, false},
6090 {"negz", false, false, false}
6093 {"rt", true, false, true},
6094 {"lf", false, true, true},
6095 {"ft", true, true, false},
6096 {"bk", false, false, false},
6097 {"up", true, false, true},
6098 {"dn", true, false, true}
6102 static int componentorder[4] = {0, 1, 2, 3};
6104 rtexture_t *R_LoadCubemap(const char *basename)
6106 int i, j, cubemapsize;
6107 unsigned char *cubemappixels, *image_buffer;
6108 rtexture_t *cubemaptexture;
6110 // must start 0 so the first loadimagepixels has no requested width/height
6112 cubemappixels = NULL;
6113 cubemaptexture = NULL;
6114 // keep trying different suffix groups (posx, px, rt) until one loads
6115 for (j = 0;j < 3 && !cubemappixels;j++)
6117 // load the 6 images in the suffix group
6118 for (i = 0;i < 6;i++)
6120 // generate an image name based on the base and and suffix
6121 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6123 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6125 // an image loaded, make sure width and height are equal
6126 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6128 // if this is the first image to load successfully, allocate the cubemap memory
6129 if (!cubemappixels && image_width >= 1)
6131 cubemapsize = image_width;
6132 // note this clears to black, so unavailable sides are black
6133 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6135 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6137 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6140 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6142 Mem_Free(image_buffer);
6146 // if a cubemap loaded, upload it
6149 if (developer_loading.integer)
6150 Con_Printf("loading cubemap \"%s\"\n", basename);
6152 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6153 Mem_Free(cubemappixels);
6157 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6158 if (developer_loading.integer)
6160 Con_Printf("(tried tried images ");
6161 for (j = 0;j < 3;j++)
6162 for (i = 0;i < 6;i++)
6163 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6164 Con_Print(" and was unable to find any of them).\n");
6167 return cubemaptexture;
6170 rtexture_t *R_GetCubemap(const char *basename)
6173 for (i = 0;i < r_texture_numcubemaps;i++)
6174 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6175 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6176 if (i >= MAX_CUBEMAPS)
6177 return r_texture_whitecube;
6178 r_texture_numcubemaps++;
6179 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6180 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6181 return r_texture_cubemaps[i].texture;
6184 void R_FreeCubemaps(void)
6187 for (i = 0;i < r_texture_numcubemaps;i++)
6189 if (developer_loading.integer)
6190 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6191 if (r_texture_cubemaps[i].texture)
6192 R_FreeTexture(r_texture_cubemaps[i].texture);
6194 r_texture_numcubemaps = 0;
6197 void R_Main_FreeViewCache(void)
6199 if (r_refdef.viewcache.entityvisible)
6200 Mem_Free(r_refdef.viewcache.entityvisible);
6201 if (r_refdef.viewcache.world_pvsbits)
6202 Mem_Free(r_refdef.viewcache.world_pvsbits);
6203 if (r_refdef.viewcache.world_leafvisible)
6204 Mem_Free(r_refdef.viewcache.world_leafvisible);
6205 if (r_refdef.viewcache.world_surfacevisible)
6206 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6207 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6210 void R_Main_ResizeViewCache(void)
6212 int numentities = r_refdef.scene.numentities;
6213 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6214 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6215 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6216 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6217 if (r_refdef.viewcache.maxentities < numentities)
6219 r_refdef.viewcache.maxentities = numentities;
6220 if (r_refdef.viewcache.entityvisible)
6221 Mem_Free(r_refdef.viewcache.entityvisible);
6222 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6224 if (r_refdef.viewcache.world_numclusters != numclusters)
6226 r_refdef.viewcache.world_numclusters = numclusters;
6227 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6228 if (r_refdef.viewcache.world_pvsbits)
6229 Mem_Free(r_refdef.viewcache.world_pvsbits);
6230 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6232 if (r_refdef.viewcache.world_numleafs != numleafs)
6234 r_refdef.viewcache.world_numleafs = numleafs;
6235 if (r_refdef.viewcache.world_leafvisible)
6236 Mem_Free(r_refdef.viewcache.world_leafvisible);
6237 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6239 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6241 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6242 if (r_refdef.viewcache.world_surfacevisible)
6243 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6244 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6248 extern rtexture_t *loadingscreentexture;
6249 void gl_main_start(void)
6251 loadingscreentexture = NULL;
6252 r_texture_blanknormalmap = NULL;
6253 r_texture_white = NULL;
6254 r_texture_grey128 = NULL;
6255 r_texture_black = NULL;
6256 r_texture_whitecube = NULL;
6257 r_texture_normalizationcube = NULL;
6258 r_texture_fogattenuation = NULL;
6259 r_texture_fogheighttexture = NULL;
6260 r_texture_gammaramps = NULL;
6261 r_texture_numcubemaps = 0;
6263 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6264 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6266 switch(vid.renderpath)
6268 case RENDERPATH_GL20:
6269 case RENDERPATH_CGGL:
6270 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6271 Cvar_SetValueQuick(&gl_combine, 1);
6272 Cvar_SetValueQuick(&r_glsl, 1);
6273 r_loadnormalmap = true;
6277 case RENDERPATH_GL13:
6278 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6279 Cvar_SetValueQuick(&gl_combine, 1);
6280 Cvar_SetValueQuick(&r_glsl, 0);
6281 r_loadnormalmap = false;
6282 r_loadgloss = false;
6285 case RENDERPATH_GL11:
6286 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6287 Cvar_SetValueQuick(&gl_combine, 0);
6288 Cvar_SetValueQuick(&r_glsl, 0);
6289 r_loadnormalmap = false;
6290 r_loadgloss = false;
6296 R_FrameData_Reset();
6300 memset(r_queries, 0, sizeof(r_queries));
6302 r_qwskincache = NULL;
6303 r_qwskincache_size = 0;
6305 // set up r_skinframe loading system for textures
6306 memset(&r_skinframe, 0, sizeof(r_skinframe));
6307 r_skinframe.loadsequence = 1;
6308 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6310 r_main_texturepool = R_AllocTexturePool();
6311 R_BuildBlankTextures();
6313 if (vid.support.arb_texture_cube_map)
6316 R_BuildNormalizationCube();
6318 r_texture_fogattenuation = NULL;
6319 r_texture_fogheighttexture = NULL;
6320 r_texture_gammaramps = NULL;
6321 //r_texture_fogintensity = NULL;
6322 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6323 memset(&r_waterstate, 0, sizeof(r_waterstate));
6324 r_glsl_permutation = NULL;
6325 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6326 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6327 glslshaderstring = NULL;
6329 r_cg_permutation = NULL;
6330 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6331 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6332 cgshaderstring = NULL;
6334 memset(&r_svbsp, 0, sizeof (r_svbsp));
6336 r_refdef.fogmasktable_density = 0;
6339 void gl_main_shutdown(void)
6342 R_FrameData_Reset();
6344 R_Main_FreeViewCache();
6347 qglDeleteQueriesARB(r_maxqueries, r_queries);
6351 memset(r_queries, 0, sizeof(r_queries));
6353 r_qwskincache = NULL;
6354 r_qwskincache_size = 0;
6356 // clear out the r_skinframe state
6357 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6358 memset(&r_skinframe, 0, sizeof(r_skinframe));
6361 Mem_Free(r_svbsp.nodes);
6362 memset(&r_svbsp, 0, sizeof (r_svbsp));
6363 R_FreeTexturePool(&r_main_texturepool);
6364 loadingscreentexture = NULL;
6365 r_texture_blanknormalmap = NULL;
6366 r_texture_white = NULL;
6367 r_texture_grey128 = NULL;
6368 r_texture_black = NULL;
6369 r_texture_whitecube = NULL;
6370 r_texture_normalizationcube = NULL;
6371 r_texture_fogattenuation = NULL;
6372 r_texture_fogheighttexture = NULL;
6373 r_texture_gammaramps = NULL;
6374 r_texture_numcubemaps = 0;
6375 //r_texture_fogintensity = NULL;
6376 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6377 memset(&r_waterstate, 0, sizeof(r_waterstate));
6378 r_glsl_permutation = NULL;
6379 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6380 glslshaderstring = NULL;
6382 r_cg_permutation = NULL;
6383 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6384 cgshaderstring = NULL;
6389 extern void CL_ParseEntityLump(char *entitystring);
6390 void gl_main_newmap(void)
6392 // FIXME: move this code to client
6393 char *entities, entname[MAX_QPATH];
6395 Mem_Free(r_qwskincache);
6396 r_qwskincache = NULL;
6397 r_qwskincache_size = 0;
6400 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6401 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6403 CL_ParseEntityLump(entities);
6407 if (cl.worldmodel->brush.entities)
6408 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6410 R_Main_FreeViewCache();
6412 R_FrameData_Reset();
6415 void GL_Main_Init(void)
6417 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6419 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6420 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6421 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6422 if (gamemode == GAME_NEHAHRA)
6424 Cvar_RegisterVariable (&gl_fogenable);
6425 Cvar_RegisterVariable (&gl_fogdensity);
6426 Cvar_RegisterVariable (&gl_fogred);
6427 Cvar_RegisterVariable (&gl_foggreen);
6428 Cvar_RegisterVariable (&gl_fogblue);
6429 Cvar_RegisterVariable (&gl_fogstart);
6430 Cvar_RegisterVariable (&gl_fogend);
6431 Cvar_RegisterVariable (&gl_skyclip);
6433 Cvar_RegisterVariable(&r_motionblur);
6434 Cvar_RegisterVariable(&r_motionblur_maxblur);
6435 Cvar_RegisterVariable(&r_motionblur_bmin);
6436 Cvar_RegisterVariable(&r_motionblur_vmin);
6437 Cvar_RegisterVariable(&r_motionblur_vmax);
6438 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6439 Cvar_RegisterVariable(&r_motionblur_randomize);
6440 Cvar_RegisterVariable(&r_damageblur);
6441 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6442 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6443 Cvar_RegisterVariable(&r_equalize_entities_by);
6444 Cvar_RegisterVariable(&r_equalize_entities_to);
6445 Cvar_RegisterVariable(&r_depthfirst);
6446 Cvar_RegisterVariable(&r_useinfinitefarclip);
6447 Cvar_RegisterVariable(&r_farclip_base);
6448 Cvar_RegisterVariable(&r_farclip_world);
6449 Cvar_RegisterVariable(&r_nearclip);
6450 Cvar_RegisterVariable(&r_showbboxes);
6451 Cvar_RegisterVariable(&r_showsurfaces);
6452 Cvar_RegisterVariable(&r_showtris);
6453 Cvar_RegisterVariable(&r_shownormals);
6454 Cvar_RegisterVariable(&r_showlighting);
6455 Cvar_RegisterVariable(&r_showshadowvolumes);
6456 Cvar_RegisterVariable(&r_showcollisionbrushes);
6457 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6458 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6459 Cvar_RegisterVariable(&r_showdisabledepthtest);
6460 Cvar_RegisterVariable(&r_drawportals);
6461 Cvar_RegisterVariable(&r_drawentities);
6462 Cvar_RegisterVariable(&r_draw2d);
6463 Cvar_RegisterVariable(&r_drawworld);
6464 Cvar_RegisterVariable(&r_cullentities_trace);
6465 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6466 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6467 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6468 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6469 Cvar_RegisterVariable(&r_drawviewmodel);
6470 Cvar_RegisterVariable(&r_drawexteriormodel);
6471 Cvar_RegisterVariable(&r_speeds);
6472 Cvar_RegisterVariable(&r_fullbrights);
6473 Cvar_RegisterVariable(&r_wateralpha);
6474 Cvar_RegisterVariable(&r_dynamic);
6475 Cvar_RegisterVariable(&r_fullbright);
6476 Cvar_RegisterVariable(&r_shadows);
6477 Cvar_RegisterVariable(&r_shadows_darken);
6478 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6479 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6480 Cvar_RegisterVariable(&r_shadows_throwdistance);
6481 Cvar_RegisterVariable(&r_shadows_throwdirection);
6482 Cvar_RegisterVariable(&r_shadows_focus);
6483 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6484 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6485 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6486 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6487 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6488 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6489 Cvar_RegisterVariable(&r_fog_exp2);
6490 Cvar_RegisterVariable(&r_drawfog);
6491 Cvar_RegisterVariable(&r_transparentdepthmasking);
6492 Cvar_RegisterVariable(&r_texture_dds_load);
6493 Cvar_RegisterVariable(&r_texture_dds_save);
6494 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6495 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6496 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6497 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6498 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6499 Cvar_RegisterVariable(&r_textureunits);
6500 Cvar_RegisterVariable(&gl_combine);
6501 Cvar_RegisterVariable(&r_glsl);
6502 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6503 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6504 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6505 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6506 Cvar_RegisterVariable(&r_glsl_postprocess);
6507 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6508 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6509 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6510 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6511 Cvar_RegisterVariable(&r_water);
6512 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6513 Cvar_RegisterVariable(&r_water_clippingplanebias);
6514 Cvar_RegisterVariable(&r_water_refractdistort);
6515 Cvar_RegisterVariable(&r_water_reflectdistort);
6516 Cvar_RegisterVariable(&r_lerpsprites);
6517 Cvar_RegisterVariable(&r_lerpmodels);
6518 Cvar_RegisterVariable(&r_lerplightstyles);
6519 Cvar_RegisterVariable(&r_waterscroll);
6520 Cvar_RegisterVariable(&r_bloom);
6521 Cvar_RegisterVariable(&r_bloom_colorscale);
6522 Cvar_RegisterVariable(&r_bloom_brighten);
6523 Cvar_RegisterVariable(&r_bloom_blur);
6524 Cvar_RegisterVariable(&r_bloom_resolution);
6525 Cvar_RegisterVariable(&r_bloom_colorexponent);
6526 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6527 Cvar_RegisterVariable(&r_hdr);
6528 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6529 Cvar_RegisterVariable(&r_hdr_glowintensity);
6530 Cvar_RegisterVariable(&r_hdr_range);
6531 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6532 Cvar_RegisterVariable(&developer_texturelogging);
6533 Cvar_RegisterVariable(&gl_lightmaps);
6534 Cvar_RegisterVariable(&r_test);
6535 Cvar_RegisterVariable(&r_batchmode);
6536 Cvar_RegisterVariable(&r_glsl_saturation);
6537 Cvar_RegisterVariable(&r_framedatasize);
6538 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6539 Cvar_SetValue("r_fullbrights", 0);
6540 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6542 Cvar_RegisterVariable(&r_track_sprites);
6543 Cvar_RegisterVariable(&r_track_sprites_flags);
6544 Cvar_RegisterVariable(&r_track_sprites_scalew);
6545 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6546 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6547 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6550 extern void R_Textures_Init(void);
6551 extern void GL_Draw_Init(void);
6552 extern void GL_Main_Init(void);
6553 extern void R_Shadow_Init(void);
6554 extern void R_Sky_Init(void);
6555 extern void GL_Surf_Init(void);
6556 extern void R_Particles_Init(void);
6557 extern void R_Explosion_Init(void);
6558 extern void gl_backend_init(void);
6559 extern void Sbar_Init(void);
6560 extern void R_LightningBeams_Init(void);
6561 extern void Mod_RenderInit(void);
6562 extern void Font_Init(void);
6564 void Render_Init(void)
6577 R_LightningBeams_Init();
6586 extern char *ENGINE_EXTENSIONS;
6589 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6590 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6591 gl_version = (const char *)qglGetString(GL_VERSION);
6592 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6596 if (!gl_platformextensions)
6597 gl_platformextensions = "";
6599 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6600 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6601 Con_Printf("GL_VERSION: %s\n", gl_version);
6602 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6603 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6605 VID_CheckExtensions();
6607 // LordHavoc: report supported extensions
6608 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6610 // clear to black (loading plaque will be seen over this)
6612 qglClearColor(0,0,0,1);CHECKGLERROR
6613 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6616 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6620 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6622 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6625 p = r_refdef.view.frustum + i;
6630 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6634 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6638 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6642 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6646 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6650 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6654 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6658 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6666 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6670 for (i = 0;i < numplanes;i++)
6677 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6681 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6685 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6689 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6693 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6697 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6701 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6705 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6713 //==================================================================================
6715 // LordHavoc: this stores temporary data used within the same frame
6717 qboolean r_framedata_failed;
6718 static size_t r_framedata_size;
6719 static size_t r_framedata_current;
6720 static void *r_framedata_base;
6722 void R_FrameData_Reset(void)
6724 if (r_framedata_base)
6725 Mem_Free(r_framedata_base);
6726 r_framedata_base = NULL;
6727 r_framedata_size = 0;
6728 r_framedata_current = 0;
6729 r_framedata_failed = false;
6732 void R_FrameData_NewFrame(void)
6735 if (r_framedata_failed)
6736 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6737 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6738 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6739 if (r_framedata_size != wantedsize)
6741 r_framedata_size = wantedsize;
6742 if (r_framedata_base)
6743 Mem_Free(r_framedata_base);
6744 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6746 r_framedata_current = 0;
6747 r_framedata_failed = false;
6750 void *R_FrameData_Alloc(size_t size)
6754 // align to 16 byte boundary
6755 size = (size + 15) & ~15;
6756 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6757 r_framedata_current += size;
6760 if (r_framedata_current > r_framedata_size)
6761 r_framedata_failed = true;
6763 // return NULL on everything after a failure
6764 if (r_framedata_failed)
6770 void *R_FrameData_Store(size_t size, void *data)
6772 void *d = R_FrameData_Alloc(size);
6774 memcpy(d, data, size);
6778 //==================================================================================
6780 // LordHavoc: animcache originally written by Echon, rewritten since then
6783 * Animation cache prevents re-generating mesh data for an animated model
6784 * multiple times in one frame for lighting, shadowing, reflections, etc.
6787 void R_AnimCache_Free(void)
6791 void R_AnimCache_ClearCache(void)
6794 entity_render_t *ent;
6796 for (i = 0;i < r_refdef.scene.numentities;i++)
6798 ent = r_refdef.scene.entities[i];
6799 ent->animcache_vertex3f = NULL;
6800 ent->animcache_normal3f = NULL;
6801 ent->animcache_svector3f = NULL;
6802 ent->animcache_tvector3f = NULL;
6806 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6808 dp_model_t *model = ent->model;
6810 // see if it's already cached this frame
6811 if (ent->animcache_vertex3f)
6813 // add normals/tangents if needed
6814 if (wantnormals || wanttangents)
6816 if (ent->animcache_normal3f)
6817 wantnormals = false;
6818 if (ent->animcache_svector3f)
6819 wanttangents = false;
6820 if (wantnormals || wanttangents)
6822 numvertices = model->surfmesh.num_vertices;
6824 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6827 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6828 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6830 if (!r_framedata_failed)
6831 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6837 // see if this ent is worth caching
6838 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6840 // get some memory for this entity and generate mesh data
6841 numvertices = model->surfmesh.num_vertices;
6842 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6844 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6847 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6848 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6850 if (!r_framedata_failed)
6851 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6853 return !r_framedata_failed;
6856 void R_AnimCache_CacheVisibleEntities(void)
6859 qboolean wantnormals = !r_showsurfaces.integer;
6860 qboolean wanttangents = !r_showsurfaces.integer;
6862 switch(vid.renderpath)
6864 case RENDERPATH_GL20:
6865 case RENDERPATH_CGGL:
6867 case RENDERPATH_GL13:
6868 case RENDERPATH_GL11:
6869 wanttangents = false;
6873 // TODO: thread this
6874 // NOTE: R_PrepareRTLights() also caches entities
6876 for (i = 0;i < r_refdef.scene.numentities;i++)
6877 if (r_refdef.viewcache.entityvisible[i])
6878 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6881 //==================================================================================
6883 static void R_View_UpdateEntityLighting (void)
6886 entity_render_t *ent;
6887 vec3_t tempdiffusenormal, avg;
6888 vec_t f, fa, fd, fdd;
6889 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6891 for (i = 0;i < r_refdef.scene.numentities;i++)
6893 ent = r_refdef.scene.entities[i];
6895 // skip unseen models
6896 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6900 if (ent->model && ent->model->brush.num_leafs)
6902 // TODO: use modellight for r_ambient settings on world?
6903 VectorSet(ent->modellight_ambient, 0, 0, 0);
6904 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6905 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6909 // fetch the lighting from the worldmodel data
6910 VectorClear(ent->modellight_ambient);
6911 VectorClear(ent->modellight_diffuse);
6912 VectorClear(tempdiffusenormal);
6913 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6916 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6917 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6918 if(ent->flags & RENDER_EQUALIZE)
6920 // first fix up ambient lighting...
6921 if(r_equalize_entities_minambient.value > 0)
6923 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6926 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6927 if(fa < r_equalize_entities_minambient.value * fd)
6930 // fa'/fd' = minambient
6931 // fa'+0.25*fd' = fa+0.25*fd
6933 // fa' = fd' * minambient
6934 // fd'*(0.25+minambient) = fa+0.25*fd
6936 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6937 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6939 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6940 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6941 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6942 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6947 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6949 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6950 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6953 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6954 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6955 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6961 VectorSet(ent->modellight_ambient, 1, 1, 1);
6963 // move the light direction into modelspace coordinates for lighting code
6964 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6965 if(VectorLength2(ent->modellight_lightdir) == 0)
6966 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6967 VectorNormalize(ent->modellight_lightdir);
6971 #define MAX_LINEOFSIGHTTRACES 64
6973 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6976 vec3_t boxmins, boxmaxs;
6979 dp_model_t *model = r_refdef.scene.worldmodel;
6981 if (!model || !model->brush.TraceLineOfSight)
6984 // expand the box a little
6985 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6986 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6987 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6988 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6989 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6990 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6992 // return true if eye is inside enlarged box
6993 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6997 VectorCopy(eye, start);
6998 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6999 if (model->brush.TraceLineOfSight(model, start, end))
7002 // try various random positions
7003 for (i = 0;i < numsamples;i++)
7005 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7006 if (model->brush.TraceLineOfSight(model, start, end))
7014 static void R_View_UpdateEntityVisible (void)
7019 entity_render_t *ent;
7021 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7022 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7023 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7024 : RENDER_EXTERIORMODEL;
7025 if (!r_drawviewmodel.integer)
7026 renderimask |= RENDER_VIEWMODEL;
7027 if (!r_drawexteriormodel.integer)
7028 renderimask |= RENDER_EXTERIORMODEL;
7029 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7031 // worldmodel can check visibility
7032 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7033 for (i = 0;i < r_refdef.scene.numentities;i++)
7035 ent = r_refdef.scene.entities[i];
7036 if (!(ent->flags & renderimask))
7037 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7038 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7039 r_refdef.viewcache.entityvisible[i] = true;
7041 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7042 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7044 for (i = 0;i < r_refdef.scene.numentities;i++)
7046 ent = r_refdef.scene.entities[i];
7047 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7049 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7051 continue; // temp entities do pvs only
7052 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7053 ent->last_trace_visibility = realtime;
7054 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7055 r_refdef.viewcache.entityvisible[i] = 0;
7062 // no worldmodel or it can't check visibility
7063 for (i = 0;i < r_refdef.scene.numentities;i++)
7065 ent = r_refdef.scene.entities[i];
7066 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7071 /// only used if skyrendermasked, and normally returns false
7072 int R_DrawBrushModelsSky (void)
7075 entity_render_t *ent;
7078 for (i = 0;i < r_refdef.scene.numentities;i++)
7080 if (!r_refdef.viewcache.entityvisible[i])
7082 ent = r_refdef.scene.entities[i];
7083 if (!ent->model || !ent->model->DrawSky)
7085 ent->model->DrawSky(ent);
7091 static void R_DrawNoModel(entity_render_t *ent);
7092 static void R_DrawModels(void)
7095 entity_render_t *ent;
7097 for (i = 0;i < r_refdef.scene.numentities;i++)
7099 if (!r_refdef.viewcache.entityvisible[i])
7101 ent = r_refdef.scene.entities[i];
7102 r_refdef.stats.entities++;
7103 if (ent->model && ent->model->Draw != NULL)
7104 ent->model->Draw(ent);
7110 static void R_DrawModelsDepth(void)
7113 entity_render_t *ent;
7115 for (i = 0;i < r_refdef.scene.numentities;i++)
7117 if (!r_refdef.viewcache.entityvisible[i])
7119 ent = r_refdef.scene.entities[i];
7120 if (ent->model && ent->model->DrawDepth != NULL)
7121 ent->model->DrawDepth(ent);
7125 static void R_DrawModelsDebug(void)
7128 entity_render_t *ent;
7130 for (i = 0;i < r_refdef.scene.numentities;i++)
7132 if (!r_refdef.viewcache.entityvisible[i])
7134 ent = r_refdef.scene.entities[i];
7135 if (ent->model && ent->model->DrawDebug != NULL)
7136 ent->model->DrawDebug(ent);
7140 static void R_DrawModelsAddWaterPlanes(void)
7143 entity_render_t *ent;
7145 for (i = 0;i < r_refdef.scene.numentities;i++)
7147 if (!r_refdef.viewcache.entityvisible[i])
7149 ent = r_refdef.scene.entities[i];
7150 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7151 ent->model->DrawAddWaterPlanes(ent);
7155 static void R_View_SetFrustum(void)
7158 double slopex, slopey;
7159 vec3_t forward, left, up, origin;
7161 // we can't trust r_refdef.view.forward and friends in reflected scenes
7162 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7165 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7166 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7167 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7168 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7169 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7170 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7171 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7172 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7173 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7174 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7175 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7176 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7180 zNear = r_refdef.nearclip;
7181 nudge = 1.0 - 1.0 / (1<<23);
7182 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7183 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7184 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7185 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7186 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7187 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7188 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7189 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7195 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7196 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7197 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7198 r_refdef.view.frustum[0].dist = m[15] - m[12];
7200 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7201 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7202 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7203 r_refdef.view.frustum[1].dist = m[15] + m[12];
7205 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7206 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7207 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7208 r_refdef.view.frustum[2].dist = m[15] - m[13];
7210 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7211 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7212 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7213 r_refdef.view.frustum[3].dist = m[15] + m[13];
7215 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7216 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7217 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7218 r_refdef.view.frustum[4].dist = m[15] - m[14];
7220 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7221 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7222 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7223 r_refdef.view.frustum[5].dist = m[15] + m[14];
7226 if (r_refdef.view.useperspective)
7228 slopex = 1.0 / r_refdef.view.frustum_x;
7229 slopey = 1.0 / r_refdef.view.frustum_y;
7230 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7231 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7232 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7233 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7234 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7236 // Leaving those out was a mistake, those were in the old code, and they
7237 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7238 // I couldn't reproduce it after adding those normalizations. --blub
7239 VectorNormalize(r_refdef.view.frustum[0].normal);
7240 VectorNormalize(r_refdef.view.frustum[1].normal);
7241 VectorNormalize(r_refdef.view.frustum[2].normal);
7242 VectorNormalize(r_refdef.view.frustum[3].normal);
7244 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7245 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7246 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7247 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7248 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7250 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7251 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7252 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7253 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7254 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7258 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7259 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7260 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7261 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7262 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7263 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7264 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7265 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7266 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7267 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7269 r_refdef.view.numfrustumplanes = 5;
7271 if (r_refdef.view.useclipplane)
7273 r_refdef.view.numfrustumplanes = 6;
7274 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7277 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7278 PlaneClassify(r_refdef.view.frustum + i);
7280 // LordHavoc: note to all quake engine coders, Quake had a special case
7281 // for 90 degrees which assumed a square view (wrong), so I removed it,
7282 // Quake2 has it disabled as well.
7284 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7285 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7286 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7287 //PlaneClassify(&frustum[0]);
7289 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7290 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7291 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7292 //PlaneClassify(&frustum[1]);
7294 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7295 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7296 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7297 //PlaneClassify(&frustum[2]);
7299 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7300 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7301 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7302 //PlaneClassify(&frustum[3]);
7305 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7306 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7307 //PlaneClassify(&frustum[4]);
7310 void R_View_Update(void)
7312 R_Main_ResizeViewCache();
7313 R_View_SetFrustum();
7314 R_View_WorldVisibility(r_refdef.view.useclipplane);
7315 R_View_UpdateEntityVisible();
7316 R_View_UpdateEntityLighting();
7319 void R_SetupView(qboolean allowwaterclippingplane)
7321 const float *customclipplane = NULL;
7323 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7325 // LordHavoc: couldn't figure out how to make this approach the
7326 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7327 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7328 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7329 dist = r_refdef.view.clipplane.dist;
7330 plane[0] = r_refdef.view.clipplane.normal[0];
7331 plane[1] = r_refdef.view.clipplane.normal[1];
7332 plane[2] = r_refdef.view.clipplane.normal[2];
7334 customclipplane = plane;
7337 if (!r_refdef.view.useperspective)
7338 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
7339 else if (vid.stencil && r_useinfinitefarclip.integer)
7340 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
7342 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
7343 R_SetViewport(&r_refdef.view.viewport);
7346 void R_EntityMatrix(const matrix4x4_t *matrix)
7348 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7350 gl_modelmatrixchanged = false;
7351 gl_modelmatrix = *matrix;
7352 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7353 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7354 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7355 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7357 switch(vid.renderpath)
7359 case RENDERPATH_GL20:
7360 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7361 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7362 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7364 case RENDERPATH_CGGL:
7367 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7368 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7369 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7372 case RENDERPATH_GL13:
7373 case RENDERPATH_GL11:
7374 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7380 void R_ResetViewRendering2D(void)
7382 r_viewport_t viewport;
7385 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7386 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
7387 R_SetViewport(&viewport);
7388 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7389 GL_Color(1, 1, 1, 1);
7390 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7391 GL_BlendFunc(GL_ONE, GL_ZERO);
7392 GL_AlphaTest(false);
7393 GL_ScissorTest(false);
7394 GL_DepthMask(false);
7395 GL_DepthRange(0, 1);
7396 GL_DepthTest(false);
7397 R_EntityMatrix(&identitymatrix);
7398 R_Mesh_ResetTextureState();
7399 GL_PolygonOffset(0, 0);
7400 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7401 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7402 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7403 qglStencilMask(~0);CHECKGLERROR
7404 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7405 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7406 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7409 void R_ResetViewRendering3D(void)
7414 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7415 GL_Color(1, 1, 1, 1);
7416 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7417 GL_BlendFunc(GL_ONE, GL_ZERO);
7418 GL_AlphaTest(false);
7419 GL_ScissorTest(true);
7421 GL_DepthRange(0, 1);
7423 R_EntityMatrix(&identitymatrix);
7424 R_Mesh_ResetTextureState();
7425 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7426 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7427 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7428 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7429 qglStencilMask(~0);CHECKGLERROR
7430 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7431 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7432 GL_CullFace(r_refdef.view.cullface_back);
7437 R_RenderView_UpdateViewVectors
7440 static void R_RenderView_UpdateViewVectors(void)
7442 // break apart the view matrix into vectors for various purposes
7443 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7444 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7445 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7446 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7447 // make an inverted copy of the view matrix for tracking sprites
7448 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7451 void R_RenderScene(void);
7452 void R_RenderWaterPlanes(void);
7454 static void R_Water_StartFrame(void)
7457 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7458 r_waterstate_waterplane_t *p;
7460 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7463 switch(vid.renderpath)
7465 case RENDERPATH_GL20:
7466 case RENDERPATH_CGGL:
7468 case RENDERPATH_GL13:
7469 case RENDERPATH_GL11:
7473 // set waterwidth and waterheight to the water resolution that will be
7474 // used (often less than the screen resolution for faster rendering)
7475 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7476 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7478 // calculate desired texture sizes
7479 // can't use water if the card does not support the texture size
7480 if (!r_water.integer || r_showsurfaces.integer)
7481 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7482 else if (vid.support.arb_texture_non_power_of_two)
7484 texturewidth = waterwidth;
7485 textureheight = waterheight;
7486 camerawidth = waterwidth;
7487 cameraheight = waterheight;
7491 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7492 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7493 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7494 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7497 // allocate textures as needed
7498 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7500 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7501 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7503 if (p->texture_refraction)
7504 R_FreeTexture(p->texture_refraction);
7505 p->texture_refraction = NULL;
7506 if (p->texture_reflection)
7507 R_FreeTexture(p->texture_reflection);
7508 p->texture_reflection = NULL;
7509 if (p->texture_camera)
7510 R_FreeTexture(p->texture_camera);
7511 p->texture_camera = NULL;
7513 memset(&r_waterstate, 0, sizeof(r_waterstate));
7514 r_waterstate.texturewidth = texturewidth;
7515 r_waterstate.textureheight = textureheight;
7516 r_waterstate.camerawidth = camerawidth;
7517 r_waterstate.cameraheight = cameraheight;
7520 if (r_waterstate.texturewidth)
7522 r_waterstate.enabled = true;
7524 // when doing a reduced render (HDR) we want to use a smaller area
7525 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7526 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7528 // set up variables that will be used in shader setup
7529 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7530 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7531 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7532 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7535 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7536 r_waterstate.numwaterplanes = 0;
7539 void R_Water_AddWaterPlane(msurface_t *surface)
7541 int triangleindex, planeindex;
7548 r_waterstate_waterplane_t *p;
7549 texture_t *t = R_GetCurrentTexture(surface->texture);
7550 cam_ent = t->camera_entity;
7551 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7554 // just use the first triangle with a valid normal for any decisions
7555 VectorClear(normal);
7556 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7558 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7559 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7560 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7561 TriangleNormal(vert[0], vert[1], vert[2], normal);
7562 if (VectorLength2(normal) >= 0.001)
7566 VectorCopy(normal, plane.normal);
7567 VectorNormalize(plane.normal);
7568 plane.dist = DotProduct(vert[0], plane.normal);
7569 PlaneClassify(&plane);
7570 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7572 // skip backfaces (except if nocullface is set)
7573 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7575 VectorNegate(plane.normal, plane.normal);
7577 PlaneClassify(&plane);
7581 // find a matching plane if there is one
7582 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7583 if(p->camera_entity == t->camera_entity)
7584 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7586 if (planeindex >= r_waterstate.maxwaterplanes)
7587 return; // nothing we can do, out of planes
7589 // if this triangle does not fit any known plane rendered this frame, add one
7590 if (planeindex >= r_waterstate.numwaterplanes)
7592 // store the new plane
7593 r_waterstate.numwaterplanes++;
7595 // clear materialflags and pvs
7596 p->materialflags = 0;
7597 p->pvsvalid = false;
7598 p->camera_entity = t->camera_entity;
7600 // merge this surface's materialflags into the waterplane
7601 p->materialflags |= t->currentmaterialflags;
7602 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7604 // merge this surface's PVS into the waterplane
7605 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7606 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7607 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7609 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7615 static void R_Water_ProcessPlanes(void)
7617 r_refdef_view_t originalview;
7618 r_refdef_view_t myview;
7620 r_waterstate_waterplane_t *p;
7623 originalview = r_refdef.view;
7625 // make sure enough textures are allocated
7626 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7628 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7630 if (!p->texture_refraction)
7631 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7632 if (!p->texture_refraction)
7635 else if (p->materialflags & MATERIALFLAG_CAMERA)
7637 if (!p->texture_camera)
7638 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7639 if (!p->texture_camera)
7643 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7645 if (!p->texture_reflection)
7646 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7647 if (!p->texture_reflection)
7653 r_refdef.view = originalview;
7654 r_refdef.view.showdebug = false;
7655 r_refdef.view.width = r_waterstate.waterwidth;
7656 r_refdef.view.height = r_waterstate.waterheight;
7657 r_refdef.view.useclipplane = true;
7658 myview = r_refdef.view;
7659 r_waterstate.renderingscene = true;
7660 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7662 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7664 r_refdef.view = myview;
7665 // render reflected scene and copy into texture
7666 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7667 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7668 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7669 r_refdef.view.clipplane = p->plane;
7670 // reverse the cullface settings for this render
7671 r_refdef.view.cullface_front = GL_FRONT;
7672 r_refdef.view.cullface_back = GL_BACK;
7673 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7675 r_refdef.view.usecustompvs = true;
7677 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7679 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7682 R_ResetViewRendering3D();
7683 R_ClearScreen(r_refdef.fogenabled);
7687 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7690 // render the normal view scene and copy into texture
7691 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
7692 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7694 r_waterstate.renderingrefraction = true;
7695 r_refdef.view = myview;
7697 r_refdef.view.clipplane = p->plane;
7698 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7699 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7701 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7703 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7704 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7705 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7706 R_RenderView_UpdateViewVectors();
7707 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7710 PlaneClassify(&r_refdef.view.clipplane);
7712 R_ResetViewRendering3D();
7713 R_ClearScreen(r_refdef.fogenabled);
7717 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7718 r_waterstate.renderingrefraction = false;
7720 else if (p->materialflags & MATERIALFLAG_CAMERA)
7722 r_refdef.view = myview;
7724 r_refdef.view.clipplane = p->plane;
7725 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7726 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7728 r_refdef.view.width = r_waterstate.camerawidth;
7729 r_refdef.view.height = r_waterstate.cameraheight;
7730 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7731 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7733 if(p->camera_entity)
7735 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7736 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7739 // reverse the cullface settings for this render
7740 r_refdef.view.cullface_front = GL_FRONT;
7741 r_refdef.view.cullface_back = GL_BACK;
7742 // also reverse the view matrix
7743 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7744 R_RenderView_UpdateViewVectors();
7745 if(p->camera_entity)
7746 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7748 // camera needs no clipplane
7749 r_refdef.view.useclipplane = false;
7751 PlaneClassify(&r_refdef.view.clipplane);
7753 R_ResetViewRendering3D();
7754 R_ClearScreen(r_refdef.fogenabled);
7758 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7759 r_waterstate.renderingrefraction = false;
7763 r_waterstate.renderingscene = false;
7764 r_refdef.view = originalview;
7765 R_ResetViewRendering3D();
7766 R_ClearScreen(r_refdef.fogenabled);
7770 r_refdef.view = originalview;
7771 r_waterstate.renderingscene = false;
7772 Cvar_SetValueQuick(&r_water, 0);
7773 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7777 void R_Bloom_StartFrame(void)
7779 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7781 switch(vid.renderpath)
7783 case RENDERPATH_GL20:
7784 case RENDERPATH_CGGL:
7786 case RENDERPATH_GL13:
7787 case RENDERPATH_GL11:
7791 // set bloomwidth and bloomheight to the bloom resolution that will be
7792 // used (often less than the screen resolution for faster rendering)
7793 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7794 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7795 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7796 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7797 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7799 // calculate desired texture sizes
7800 if (vid.support.arb_texture_non_power_of_two)
7802 screentexturewidth = r_refdef.view.width;
7803 screentextureheight = r_refdef.view.height;
7804 bloomtexturewidth = r_bloomstate.bloomwidth;
7805 bloomtextureheight = r_bloomstate.bloomheight;
7809 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7810 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7811 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7812 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7815 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
7817 Cvar_SetValueQuick(&r_hdr, 0);
7818 Cvar_SetValueQuick(&r_bloom, 0);
7819 Cvar_SetValueQuick(&r_motionblur, 0);
7820 Cvar_SetValueQuick(&r_damageblur, 0);
7823 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
7824 screentexturewidth = screentextureheight = 0;
7825 if (!r_hdr.integer && !r_bloom.integer)
7826 bloomtexturewidth = bloomtextureheight = 0;
7828 // allocate textures as needed
7829 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7831 if (r_bloomstate.texture_screen)
7832 R_FreeTexture(r_bloomstate.texture_screen);
7833 r_bloomstate.texture_screen = NULL;
7834 r_bloomstate.screentexturewidth = screentexturewidth;
7835 r_bloomstate.screentextureheight = screentextureheight;
7836 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7837 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7839 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7841 if (r_bloomstate.texture_bloom)
7842 R_FreeTexture(r_bloomstate.texture_bloom);
7843 r_bloomstate.texture_bloom = NULL;
7844 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7845 r_bloomstate.bloomtextureheight = bloomtextureheight;
7846 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7847 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7850 // when doing a reduced render (HDR) we want to use a smaller area
7851 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7852 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7853 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7854 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7855 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7857 // set up a texcoord array for the full resolution screen image
7858 // (we have to keep this around to copy back during final render)
7859 r_bloomstate.screentexcoord2f[0] = 0;
7860 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7861 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7862 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7863 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7864 r_bloomstate.screentexcoord2f[5] = 0;
7865 r_bloomstate.screentexcoord2f[6] = 0;
7866 r_bloomstate.screentexcoord2f[7] = 0;
7868 // set up a texcoord array for the reduced resolution bloom image
7869 // (which will be additive blended over the screen image)
7870 r_bloomstate.bloomtexcoord2f[0] = 0;
7871 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7872 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7873 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7874 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7875 r_bloomstate.bloomtexcoord2f[5] = 0;
7876 r_bloomstate.bloomtexcoord2f[6] = 0;
7877 r_bloomstate.bloomtexcoord2f[7] = 0;
7879 if (r_hdr.integer || r_bloom.integer)
7881 r_bloomstate.enabled = true;
7882 r_bloomstate.hdr = r_hdr.integer != 0;
7885 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7888 void R_Bloom_CopyBloomTexture(float colorscale)
7890 r_refdef.stats.bloom++;
7892 // scale down screen texture to the bloom texture size
7894 R_SetViewport(&r_bloomstate.viewport);
7895 GL_BlendFunc(GL_ONE, GL_ZERO);
7896 GL_Color(colorscale, colorscale, colorscale, 1);
7897 // TODO: optimize with multitexture or GLSL
7898 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7899 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7900 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7901 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7903 // we now have a bloom image in the framebuffer
7904 // copy it into the bloom image texture for later processing
7905 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7906 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7909 void R_Bloom_CopyHDRTexture(void)
7911 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7912 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7915 void R_Bloom_MakeTexture(void)
7918 float xoffset, yoffset, r, brighten;
7920 r_refdef.stats.bloom++;
7922 R_ResetViewRendering2D();
7923 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7924 R_Mesh_ColorPointer(NULL, 0, 0);
7926 // we have a bloom image in the framebuffer
7928 R_SetViewport(&r_bloomstate.viewport);
7930 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7933 r = bound(0, r_bloom_colorexponent.value / x, 1);
7934 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7935 GL_Color(r, r, r, 1);
7936 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7937 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7938 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7939 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7941 // copy the vertically blurred bloom view to a texture
7942 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7943 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7946 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7947 brighten = r_bloom_brighten.value;
7949 brighten *= r_hdr_range.value;
7950 brighten = sqrt(brighten);
7952 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7953 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7954 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7956 for (dir = 0;dir < 2;dir++)
7958 // blend on at multiple vertical offsets to achieve a vertical blur
7959 // TODO: do offset blends using GLSL
7960 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7961 GL_BlendFunc(GL_ONE, GL_ZERO);
7962 for (x = -range;x <= range;x++)
7964 if (!dir){xoffset = 0;yoffset = x;}
7965 else {xoffset = x;yoffset = 0;}
7966 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7967 yoffset /= (float)r_bloomstate.bloomtextureheight;
7968 // compute a texcoord array with the specified x and y offset
7969 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7970 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7971 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7972 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7973 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7974 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7975 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7976 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7977 // this r value looks like a 'dot' particle, fading sharply to
7978 // black at the edges
7979 // (probably not realistic but looks good enough)
7980 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7981 //r = brighten/(range*2+1);
7982 r = brighten / (range * 2 + 1);
7984 r *= (1 - x*x/(float)(range*range));
7985 GL_Color(r, r, r, 1);
7986 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7987 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7988 GL_BlendFunc(GL_ONE, GL_ONE);
7991 // copy the vertically blurred bloom view to a texture
7992 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7993 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7996 // apply subtract last
7997 // (just like it would be in a GLSL shader)
7998 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8000 GL_BlendFunc(GL_ONE, GL_ZERO);
8001 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8002 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8003 GL_Color(1, 1, 1, 1);
8004 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8005 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8007 GL_BlendFunc(GL_ONE, GL_ONE);
8008 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8009 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8010 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8011 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8012 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8013 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8014 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8016 // copy the darkened bloom view to a texture
8017 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8018 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8022 void R_HDR_RenderBloomTexture(void)
8024 int oldwidth, oldheight;
8025 float oldcolorscale;
8027 oldcolorscale = r_refdef.view.colorscale;
8028 oldwidth = r_refdef.view.width;
8029 oldheight = r_refdef.view.height;
8030 r_refdef.view.width = r_bloomstate.bloomwidth;
8031 r_refdef.view.height = r_bloomstate.bloomheight;
8033 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8034 // TODO: add exposure compensation features
8035 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8037 r_refdef.view.showdebug = false;
8038 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8040 R_ResetViewRendering3D();
8042 R_ClearScreen(r_refdef.fogenabled);
8043 if (r_timereport_active)
8044 R_TimeReport("HDRclear");
8047 if (r_timereport_active)
8048 R_TimeReport("visibility");
8050 // only do secondary renders with HDR if r_hdr is 2 or higher
8051 r_waterstate.numwaterplanes = 0;
8052 if (r_waterstate.enabled && r_hdr.integer >= 2)
8053 R_RenderWaterPlanes();
8055 r_refdef.view.showdebug = true;
8057 r_waterstate.numwaterplanes = 0;
8059 R_ResetViewRendering2D();
8061 R_Bloom_CopyHDRTexture();
8062 R_Bloom_MakeTexture();
8064 // restore the view settings
8065 r_refdef.view.width = oldwidth;
8066 r_refdef.view.height = oldheight;
8067 r_refdef.view.colorscale = oldcolorscale;
8069 R_ResetViewRendering3D();
8071 R_ClearScreen(r_refdef.fogenabled);
8072 if (r_timereport_active)
8073 R_TimeReport("viewclear");
8076 static void R_BlendView(void)
8078 unsigned int permutation;
8079 float uservecs[4][4];
8081 switch (vid.renderpath)
8083 case RENDERPATH_GL20:
8084 case RENDERPATH_CGGL:
8086 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8087 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8088 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8089 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8090 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8092 if (r_bloomstate.texture_screen)
8094 // make sure the buffer is available
8095 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8097 R_ResetViewRendering2D();
8098 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8099 R_Mesh_ColorPointer(NULL, 0, 0);
8101 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8103 // declare variables
8105 static float avgspeed;
8107 speed = VectorLength(cl.movement_velocity);
8109 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8110 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8112 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8113 speed = bound(0, speed, 1);
8114 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8116 // calculate values into a standard alpha
8117 cl.motionbluralpha = 1 - exp(-
8119 (r_motionblur.value * speed / 80)
8121 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8124 max(0.0001, cl.time - cl.oldtime) // fps independent
8127 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8128 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8130 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8133 GL_Color(1, 1, 1, cl.motionbluralpha);
8134 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8135 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8136 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8137 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8141 // copy view into the screen texture
8142 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8143 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8145 else if (!r_bloomstate.texture_bloom)
8147 // we may still have to do view tint...
8148 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8150 // apply a color tint to the whole view
8151 R_ResetViewRendering2D();
8152 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8153 R_Mesh_ColorPointer(NULL, 0, 0);
8154 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8155 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8156 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8157 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8159 break; // no screen processing, no bloom, skip it
8162 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8164 // render simple bloom effect
8165 // copy the screen and shrink it and darken it for the bloom process
8166 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8167 // make the bloom texture
8168 R_Bloom_MakeTexture();
8171 #if _MSC_VER >= 1400
8172 #define sscanf sscanf_s
8174 memset(uservecs, 0, sizeof(uservecs));
8175 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8176 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8177 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8178 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8180 R_ResetViewRendering2D();
8181 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8182 R_Mesh_ColorPointer(NULL, 0, 0);
8183 GL_Color(1, 1, 1, 1);
8184 GL_BlendFunc(GL_ONE, GL_ZERO);
8185 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8186 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8188 switch(vid.renderpath)
8190 case RENDERPATH_GL20:
8191 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8192 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8193 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8194 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8195 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8196 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8197 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
8198 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
8199 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
8200 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
8201 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8202 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8204 case RENDERPATH_CGGL:
8206 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8207 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8208 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8209 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8210 if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
8211 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8212 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
8213 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
8214 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
8215 if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
8216 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8217 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8223 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8224 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8226 case RENDERPATH_GL13:
8227 case RENDERPATH_GL11:
8228 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8230 // apply a color tint to the whole view
8231 R_ResetViewRendering2D();
8232 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8233 R_Mesh_ColorPointer(NULL, 0, 0);
8234 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8235 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8236 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8237 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8243 matrix4x4_t r_waterscrollmatrix;
8245 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8247 if (r_refdef.fog_density)
8249 r_refdef.fogcolor[0] = r_refdef.fog_red;
8250 r_refdef.fogcolor[1] = r_refdef.fog_green;
8251 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8253 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8254 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8255 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8256 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8260 VectorCopy(r_refdef.fogcolor, fogvec);
8261 // color.rgb *= ContrastBoost * SceneBrightness;
8262 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8263 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8264 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8265 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8270 void R_UpdateVariables(void)
8274 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8276 r_refdef.farclip = r_farclip_base.value;
8277 if (r_refdef.scene.worldmodel)
8278 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8279 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8281 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8282 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8283 r_refdef.polygonfactor = 0;
8284 r_refdef.polygonoffset = 0;
8285 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8286 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8288 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8289 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8290 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8291 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8292 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8293 if (r_showsurfaces.integer)
8295 r_refdef.scene.rtworld = false;
8296 r_refdef.scene.rtworldshadows = false;
8297 r_refdef.scene.rtdlight = false;
8298 r_refdef.scene.rtdlightshadows = false;
8299 r_refdef.lightmapintensity = 0;
8302 if (gamemode == GAME_NEHAHRA)
8304 if (gl_fogenable.integer)
8306 r_refdef.oldgl_fogenable = true;
8307 r_refdef.fog_density = gl_fogdensity.value;
8308 r_refdef.fog_red = gl_fogred.value;
8309 r_refdef.fog_green = gl_foggreen.value;
8310 r_refdef.fog_blue = gl_fogblue.value;
8311 r_refdef.fog_alpha = 1;
8312 r_refdef.fog_start = 0;
8313 r_refdef.fog_end = gl_skyclip.value;
8314 r_refdef.fog_height = 1<<30;
8315 r_refdef.fog_fadedepth = 128;
8317 else if (r_refdef.oldgl_fogenable)
8319 r_refdef.oldgl_fogenable = false;
8320 r_refdef.fog_density = 0;
8321 r_refdef.fog_red = 0;
8322 r_refdef.fog_green = 0;
8323 r_refdef.fog_blue = 0;
8324 r_refdef.fog_alpha = 0;
8325 r_refdef.fog_start = 0;
8326 r_refdef.fog_end = 0;
8327 r_refdef.fog_height = 1<<30;
8328 r_refdef.fog_fadedepth = 128;
8332 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8333 r_refdef.fog_start = max(0, r_refdef.fog_start);
8334 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8336 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8338 if (r_refdef.fog_density && r_drawfog.integer)
8340 r_refdef.fogenabled = true;
8341 // this is the point where the fog reaches 0.9986 alpha, which we
8342 // consider a good enough cutoff point for the texture
8343 // (0.9986 * 256 == 255.6)
8344 if (r_fog_exp2.integer)
8345 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8347 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8348 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8349 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8350 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8351 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8352 R_BuildFogHeightTexture();
8353 // fog color was already set
8354 // update the fog texture
8355 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
8356 R_BuildFogTexture();
8357 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8358 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8361 r_refdef.fogenabled = false;
8363 switch(vid.renderpath)
8365 case RENDERPATH_GL20:
8366 case RENDERPATH_CGGL:
8367 if(v_glslgamma.integer && !vid_gammatables_trivial)
8369 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8371 // build GLSL gamma texture
8372 #define RAMPWIDTH 256
8373 unsigned short ramp[RAMPWIDTH * 3];
8374 unsigned char rampbgr[RAMPWIDTH][4];
8377 r_texture_gammaramps_serial = vid_gammatables_serial;
8379 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8380 for(i = 0; i < RAMPWIDTH; ++i)
8382 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8383 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8384 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8387 if (r_texture_gammaramps)
8389 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8393 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8399 // remove GLSL gamma texture
8402 case RENDERPATH_GL13:
8403 case RENDERPATH_GL11:
8408 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8409 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8415 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8416 if( scenetype != r_currentscenetype ) {
8417 // store the old scenetype
8418 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8419 r_currentscenetype = scenetype;
8420 // move in the new scene
8421 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8430 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8432 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8433 if( scenetype == r_currentscenetype ) {
8434 return &r_refdef.scene;
8436 return &r_scenes_store[ scenetype ];
8445 void R_RenderView(void)
8447 if (r_timereport_active)
8448 R_TimeReport("start");
8449 r_textureframe++; // used only by R_GetCurrentTexture
8450 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8452 if (!r_drawentities.integer)
8453 r_refdef.scene.numentities = 0;
8455 R_AnimCache_ClearCache();
8456 R_FrameData_NewFrame();
8458 if (r_refdef.view.isoverlay)
8460 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8461 GL_Clear( GL_DEPTH_BUFFER_BIT );
8462 R_TimeReport("depthclear");
8464 r_refdef.view.showdebug = false;
8466 r_waterstate.enabled = false;
8467 r_waterstate.numwaterplanes = 0;
8475 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8476 return; //Host_Error ("R_RenderView: NULL worldmodel");
8478 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8480 R_RenderView_UpdateViewVectors();
8482 R_Shadow_UpdateWorldLightSelection();
8484 R_Bloom_StartFrame();
8485 R_Water_StartFrame();
8488 if (r_timereport_active)
8489 R_TimeReport("viewsetup");
8491 R_ResetViewRendering3D();
8493 if (r_refdef.view.clear || r_refdef.fogenabled)
8495 R_ClearScreen(r_refdef.fogenabled);
8496 if (r_timereport_active)
8497 R_TimeReport("viewclear");
8499 r_refdef.view.clear = true;
8501 // this produces a bloom texture to be used in R_BlendView() later
8502 if (r_hdr.integer && r_bloomstate.bloomwidth)
8504 R_HDR_RenderBloomTexture();
8505 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8506 r_textureframe++; // used only by R_GetCurrentTexture
8509 r_refdef.view.showdebug = true;
8512 if (r_timereport_active)
8513 R_TimeReport("visibility");
8515 r_waterstate.numwaterplanes = 0;
8516 if (r_waterstate.enabled)
8517 R_RenderWaterPlanes();
8520 r_waterstate.numwaterplanes = 0;
8523 if (r_timereport_active)
8524 R_TimeReport("blendview");
8526 GL_Scissor(0, 0, vid.width, vid.height);
8527 GL_ScissorTest(false);
8531 void R_RenderWaterPlanes(void)
8533 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8535 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8536 if (r_timereport_active)
8537 R_TimeReport("waterworld");
8540 // don't let sound skip if going slow
8541 if (r_refdef.scene.extraupdate)
8544 R_DrawModelsAddWaterPlanes();
8545 if (r_timereport_active)
8546 R_TimeReport("watermodels");
8548 if (r_waterstate.numwaterplanes)
8550 R_Water_ProcessPlanes();
8551 if (r_timereport_active)
8552 R_TimeReport("waterscenes");
8556 extern void R_DrawLightningBeams (void);
8557 extern void VM_CL_AddPolygonsToMeshQueue (void);
8558 extern void R_DrawPortals (void);
8559 extern cvar_t cl_locs_show;
8560 static void R_DrawLocs(void);
8561 static void R_DrawEntityBBoxes(void);
8562 static void R_DrawModelDecals(void);
8563 extern void R_DrawModelShadows(void);
8564 extern void R_DrawModelShadowMaps(void);
8565 extern cvar_t cl_decals_newsystem;
8566 extern qboolean r_shadow_usingdeferredprepass;
8567 void R_RenderScene(void)
8569 qboolean shadowmapping = false;
8571 if (r_timereport_active)
8572 R_TimeReport("beginscene");
8574 r_refdef.stats.renders++;
8578 // don't let sound skip if going slow
8579 if (r_refdef.scene.extraupdate)
8582 R_MeshQueue_BeginScene();
8586 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
8588 if (r_timereport_active)
8589 R_TimeReport("skystartframe");
8591 if (cl.csqc_vidvars.drawworld)
8593 // don't let sound skip if going slow
8594 if (r_refdef.scene.extraupdate)
8597 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8599 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8600 if (r_timereport_active)
8601 R_TimeReport("worldsky");
8604 if (R_DrawBrushModelsSky() && r_timereport_active)
8605 R_TimeReport("bmodelsky");
8607 if (skyrendermasked && skyrenderlater)
8609 // we have to force off the water clipping plane while rendering sky
8613 if (r_timereport_active)
8614 R_TimeReport("sky");
8618 R_AnimCache_CacheVisibleEntities();
8619 if (r_timereport_active)
8620 R_TimeReport("animation");
8622 R_Shadow_PrepareLights();
8623 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8624 R_Shadow_PrepareModelShadows();
8625 if (r_timereport_active)
8626 R_TimeReport("preparelights");
8628 if (R_Shadow_ShadowMappingEnabled())
8629 shadowmapping = true;
8631 if (r_shadow_usingdeferredprepass)
8632 R_Shadow_DrawPrepass();
8634 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8636 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8637 if (r_timereport_active)
8638 R_TimeReport("worlddepth");
8640 if (r_depthfirst.integer >= 2)
8642 R_DrawModelsDepth();
8643 if (r_timereport_active)
8644 R_TimeReport("modeldepth");
8647 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8649 R_DrawModelShadowMaps();
8650 R_ResetViewRendering3D();
8651 // don't let sound skip if going slow
8652 if (r_refdef.scene.extraupdate)
8656 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8658 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8659 if (r_timereport_active)
8660 R_TimeReport("world");
8663 // don't let sound skip if going slow
8664 if (r_refdef.scene.extraupdate)
8668 if (r_timereport_active)
8669 R_TimeReport("models");
8671 // don't let sound skip if going slow
8672 if (r_refdef.scene.extraupdate)
8675 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8677 R_DrawModelShadows();
8678 R_ResetViewRendering3D();
8679 // don't let sound skip if going slow
8680 if (r_refdef.scene.extraupdate)
8684 if (!r_shadow_usingdeferredprepass)
8686 R_Shadow_DrawLights();
8687 if (r_timereport_active)
8688 R_TimeReport("rtlights");
8691 // don't let sound skip if going slow
8692 if (r_refdef.scene.extraupdate)
8695 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8697 R_DrawModelShadows();
8698 R_ResetViewRendering3D();
8699 // don't let sound skip if going slow
8700 if (r_refdef.scene.extraupdate)
8704 if (cl.csqc_vidvars.drawworld)
8706 if (cl_decals_newsystem.integer)
8708 R_DrawModelDecals();
8709 if (r_timereport_active)
8710 R_TimeReport("modeldecals");
8715 if (r_timereport_active)
8716 R_TimeReport("decals");
8720 if (r_timereport_active)
8721 R_TimeReport("particles");
8724 if (r_timereport_active)
8725 R_TimeReport("explosions");
8727 R_DrawLightningBeams();
8728 if (r_timereport_active)
8729 R_TimeReport("lightning");
8732 VM_CL_AddPolygonsToMeshQueue();
8734 if (r_refdef.view.showdebug)
8736 if (cl_locs_show.integer)
8739 if (r_timereport_active)
8740 R_TimeReport("showlocs");
8743 if (r_drawportals.integer)
8746 if (r_timereport_active)
8747 R_TimeReport("portals");
8750 if (r_showbboxes.value > 0)
8752 R_DrawEntityBBoxes();
8753 if (r_timereport_active)
8754 R_TimeReport("bboxes");
8758 R_MeshQueue_RenderTransparent();
8759 if (r_timereport_active)
8760 R_TimeReport("drawtrans");
8762 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8764 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8765 if (r_timereport_active)
8766 R_TimeReport("worlddebug");
8767 R_DrawModelsDebug();
8768 if (r_timereport_active)
8769 R_TimeReport("modeldebug");
8772 if (cl.csqc_vidvars.drawworld)
8774 R_Shadow_DrawCoronas();
8775 if (r_timereport_active)
8776 R_TimeReport("coronas");
8779 // don't let sound skip if going slow
8780 if (r_refdef.scene.extraupdate)
8783 R_ResetViewRendering2D();
8786 static const unsigned short bboxelements[36] =
8796 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8799 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8801 RSurf_ActiveWorldEntity();
8803 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8804 GL_DepthMask(false);
8805 GL_DepthRange(0, 1);
8806 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8807 R_Mesh_ResetTextureState();
8809 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8810 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8811 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8812 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8813 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8814 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8815 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8816 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8817 R_FillColors(color4f, 8, cr, cg, cb, ca);
8818 if (r_refdef.fogenabled)
8820 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8822 f1 = RSurf_FogVertex(v);
8824 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8825 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8826 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8829 R_Mesh_VertexPointer(vertex3f, 0, 0);
8830 R_Mesh_ColorPointer(color4f, 0, 0);
8831 R_Mesh_ResetTextureState();
8832 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8833 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8836 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8840 prvm_edict_t *edict;
8841 prvm_prog_t *prog_save = prog;
8843 // this function draws bounding boxes of server entities
8847 GL_CullFace(GL_NONE);
8848 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8852 for (i = 0;i < numsurfaces;i++)
8854 edict = PRVM_EDICT_NUM(surfacelist[i]);
8855 switch ((int)edict->fields.server->solid)
8857 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8858 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8859 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8860 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8861 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8862 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8864 color[3] *= r_showbboxes.value;
8865 color[3] = bound(0, color[3], 1);
8866 GL_DepthTest(!r_showdisabledepthtest.integer);
8867 GL_CullFace(r_refdef.view.cullface_front);
8868 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8874 static void R_DrawEntityBBoxes(void)
8877 prvm_edict_t *edict;
8879 prvm_prog_t *prog_save = prog;
8881 // this function draws bounding boxes of server entities
8887 for (i = 0;i < prog->num_edicts;i++)
8889 edict = PRVM_EDICT_NUM(i);
8890 if (edict->priv.server->free)
8892 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8893 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8895 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8897 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8898 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8904 static const int nomodelelement3i[24] =
8916 static const unsigned short nomodelelement3s[24] =
8928 static const float nomodelvertex3f[6*3] =
8938 static const float nomodelcolor4f[6*4] =
8940 0.0f, 0.0f, 0.5f, 1.0f,
8941 0.0f, 0.0f, 0.5f, 1.0f,
8942 0.0f, 0.5f, 0.0f, 1.0f,
8943 0.0f, 0.5f, 0.0f, 1.0f,
8944 0.5f, 0.0f, 0.0f, 1.0f,
8945 0.5f, 0.0f, 0.0f, 1.0f
8948 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8954 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8956 // this is only called once per entity so numsurfaces is always 1, and
8957 // surfacelist is always {0}, so this code does not handle batches
8959 if (rsurface.ent_flags & RENDER_ADDITIVE)
8961 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8962 GL_DepthMask(false);
8964 else if (rsurface.colormod[3] < 1)
8966 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8967 GL_DepthMask(false);
8971 GL_BlendFunc(GL_ONE, GL_ZERO);
8974 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8975 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8976 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8977 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8979 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8980 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8981 R_Mesh_ColorPointer(color4f, 0, 0);
8982 for (i = 0, c = color4f;i < 6;i++, c += 4)
8984 c[0] *= rsurface.colormod[0];
8985 c[1] *= rsurface.colormod[1];
8986 c[2] *= rsurface.colormod[2];
8987 c[3] *= rsurface.colormod[3];
8989 if (r_refdef.fogenabled)
8991 for (i = 0, c = color4f;i < 6;i++, c += 4)
8993 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8995 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8996 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8997 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9000 R_Mesh_ResetTextureState();
9001 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9004 void R_DrawNoModel(entity_render_t *ent)
9007 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9008 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9009 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9011 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9014 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9016 vec3_t right1, right2, diff, normal;
9018 VectorSubtract (org2, org1, normal);
9020 // calculate 'right' vector for start
9021 VectorSubtract (r_refdef.view.origin, org1, diff);
9022 CrossProduct (normal, diff, right1);
9023 VectorNormalize (right1);
9025 // calculate 'right' vector for end
9026 VectorSubtract (r_refdef.view.origin, org2, diff);
9027 CrossProduct (normal, diff, right2);
9028 VectorNormalize (right2);
9030 vert[ 0] = org1[0] + width * right1[0];
9031 vert[ 1] = org1[1] + width * right1[1];
9032 vert[ 2] = org1[2] + width * right1[2];
9033 vert[ 3] = org1[0] - width * right1[0];
9034 vert[ 4] = org1[1] - width * right1[1];
9035 vert[ 5] = org1[2] - width * right1[2];
9036 vert[ 6] = org2[0] - width * right2[0];
9037 vert[ 7] = org2[1] - width * right2[1];
9038 vert[ 8] = org2[2] - width * right2[2];
9039 vert[ 9] = org2[0] + width * right2[0];
9040 vert[10] = org2[1] + width * right2[1];
9041 vert[11] = org2[2] + width * right2[2];
9044 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
9046 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9047 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9048 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9049 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9050 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9051 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9052 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9053 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9054 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9055 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9056 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9057 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9060 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9065 VectorSet(v, x, y, z);
9066 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9067 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9069 if (i == mesh->numvertices)
9071 if (mesh->numvertices < mesh->maxvertices)
9073 VectorCopy(v, vertex3f);
9074 mesh->numvertices++;
9076 return mesh->numvertices;
9082 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9086 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9087 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9088 e = mesh->element3i + mesh->numtriangles * 3;
9089 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9091 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9092 if (mesh->numtriangles < mesh->maxtriangles)
9097 mesh->numtriangles++;
9099 element[1] = element[2];
9103 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9107 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9108 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9109 e = mesh->element3i + mesh->numtriangles * 3;
9110 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9112 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9113 if (mesh->numtriangles < mesh->maxtriangles)
9118 mesh->numtriangles++;
9120 element[1] = element[2];
9124 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9125 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9127 int planenum, planenum2;
9130 mplane_t *plane, *plane2;
9132 double temppoints[2][256*3];
9133 // figure out how large a bounding box we need to properly compute this brush
9135 for (w = 0;w < numplanes;w++)
9136 maxdist = max(maxdist, fabs(planes[w].dist));
9137 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9138 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9139 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9143 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9144 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9146 if (planenum2 == planenum)
9148 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
9151 if (tempnumpoints < 3)
9153 // generate elements forming a triangle fan for this polygon
9154 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9158 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
9160 texturelayer_t *layer;
9161 layer = t->currentlayers + t->currentnumlayers++;
9163 layer->depthmask = depthmask;
9164 layer->blendfunc1 = blendfunc1;
9165 layer->blendfunc2 = blendfunc2;
9166 layer->texture = texture;
9167 layer->texmatrix = *matrix;
9168 layer->color[0] = r;
9169 layer->color[1] = g;
9170 layer->color[2] = b;
9171 layer->color[3] = a;
9174 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9176 if(parms[0] == 0 && parms[1] == 0)
9178 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9179 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9184 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9187 index = parms[2] + r_refdef.scene.time * parms[3];
9188 index -= floor(index);
9189 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9192 case Q3WAVEFUNC_NONE:
9193 case Q3WAVEFUNC_NOISE:
9194 case Q3WAVEFUNC_COUNT:
9197 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9198 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9199 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9200 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9201 case Q3WAVEFUNC_TRIANGLE:
9203 f = index - floor(index);
9214 f = parms[0] + parms[1] * f;
9215 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9216 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9220 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9225 matrix4x4_t matrix, temp;
9226 switch(tcmod->tcmod)
9230 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9231 matrix = r_waterscrollmatrix;
9233 matrix = identitymatrix;
9235 case Q3TCMOD_ENTITYTRANSLATE:
9236 // this is used in Q3 to allow the gamecode to control texcoord
9237 // scrolling on the entity, which is not supported in darkplaces yet.
9238 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9240 case Q3TCMOD_ROTATE:
9241 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9242 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9243 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9246 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9248 case Q3TCMOD_SCROLL:
9249 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9251 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9252 w = (int) tcmod->parms[0];
9253 h = (int) tcmod->parms[1];
9254 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9256 idx = (int) floor(f * w * h);
9257 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9259 case Q3TCMOD_STRETCH:
9260 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9261 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9263 case Q3TCMOD_TRANSFORM:
9264 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9265 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9266 VectorSet(tcmat + 6, 0 , 0 , 1);
9267 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9268 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9270 case Q3TCMOD_TURBULENT:
9271 // this is handled in the RSurf_PrepareVertices function
9272 matrix = identitymatrix;
9276 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9279 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9281 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9282 char name[MAX_QPATH];
9283 skinframe_t *skinframe;
9284 unsigned char pixels[296*194];
9285 strlcpy(cache->name, skinname, sizeof(cache->name));
9286 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9287 if (developer_loading.integer)
9288 Con_Printf("loading %s\n", name);
9289 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9290 if (!skinframe || !skinframe->base)
9293 fs_offset_t filesize;
9295 f = FS_LoadFile(name, tempmempool, true, &filesize);
9298 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9299 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9303 cache->skinframe = skinframe;
9306 texture_t *R_GetCurrentTexture(texture_t *t)
9309 const entity_render_t *ent = rsurface.entity;
9310 dp_model_t *model = ent->model;
9311 q3shaderinfo_layer_tcmod_t *tcmod;
9313 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9314 return t->currentframe;
9315 t->update_lastrenderframe = r_textureframe;
9316 t->update_lastrenderentity = (void *)ent;
9318 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9319 t->camera_entity = ent->entitynumber;
9321 t->camera_entity = 0;
9323 // switch to an alternate material if this is a q1bsp animated material
9325 texture_t *texture = t;
9326 int s = rsurface.ent_skinnum;
9327 if ((unsigned int)s >= (unsigned int)model->numskins)
9329 if (model->skinscenes)
9331 if (model->skinscenes[s].framecount > 1)
9332 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9334 s = model->skinscenes[s].firstframe;
9337 t = t + s * model->num_surfaces;
9340 // use an alternate animation if the entity's frame is not 0,
9341 // and only if the texture has an alternate animation
9342 if (rsurface.ent_alttextures && t->anim_total[1])
9343 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9345 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9347 texture->currentframe = t;
9350 // update currentskinframe to be a qw skin or animation frame
9351 if (rsurface.ent_qwskin >= 0)
9353 i = rsurface.ent_qwskin;
9354 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9356 r_qwskincache_size = cl.maxclients;
9358 Mem_Free(r_qwskincache);
9359 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9361 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9362 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9363 t->currentskinframe = r_qwskincache[i].skinframe;
9364 if (t->currentskinframe == NULL)
9365 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9367 else if (t->numskinframes >= 2)
9368 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9369 if (t->backgroundnumskinframes >= 2)
9370 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9372 t->currentmaterialflags = t->basematerialflags;
9373 t->currentalpha = rsurface.colormod[3];
9374 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9375 t->currentalpha *= r_wateralpha.value;
9376 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9377 t->currentalpha *= t->r_water_wateralpha;
9378 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9379 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9380 if (!(rsurface.ent_flags & RENDER_LIGHT))
9381 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9382 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9384 // pick a model lighting mode
9385 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9386 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9388 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9390 if (rsurface.ent_flags & RENDER_ADDITIVE)
9391 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9392 else if (t->currentalpha < 1)
9393 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9394 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9395 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9396 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9397 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9398 if (t->backgroundnumskinframes)
9399 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9400 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9402 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9403 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9406 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9407 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9408 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9410 // there is no tcmod
9411 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9413 t->currenttexmatrix = r_waterscrollmatrix;
9414 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9416 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9418 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9419 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9422 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9423 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9424 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9425 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9427 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9428 if (t->currentskinframe->qpixels)
9429 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9430 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9431 if (!t->basetexture)
9432 t->basetexture = r_texture_notexture;
9433 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9434 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9435 t->nmaptexture = t->currentskinframe->nmap;
9436 if (!t->nmaptexture)
9437 t->nmaptexture = r_texture_blanknormalmap;
9438 t->glosstexture = r_texture_black;
9439 t->glowtexture = t->currentskinframe->glow;
9440 t->fogtexture = t->currentskinframe->fog;
9441 t->reflectmasktexture = t->currentskinframe->reflect;
9442 if (t->backgroundnumskinframes)
9444 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9445 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9446 t->backgroundglosstexture = r_texture_black;
9447 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9448 if (!t->backgroundnmaptexture)
9449 t->backgroundnmaptexture = r_texture_blanknormalmap;
9453 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9454 t->backgroundnmaptexture = r_texture_blanknormalmap;
9455 t->backgroundglosstexture = r_texture_black;
9456 t->backgroundglowtexture = NULL;
9458 t->specularpower = r_shadow_glossexponent.value;
9459 // TODO: store reference values for these in the texture?
9460 t->specularscale = 0;
9461 if (r_shadow_gloss.integer > 0)
9463 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9465 if (r_shadow_glossintensity.value > 0)
9467 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9468 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9469 t->specularscale = r_shadow_glossintensity.value;
9472 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9474 t->glosstexture = r_texture_white;
9475 t->backgroundglosstexture = r_texture_white;
9476 t->specularscale = r_shadow_gloss2intensity.value;
9477 t->specularpower = r_shadow_gloss2exponent.value;
9480 t->specularscale *= t->specularscalemod;
9481 t->specularpower *= t->specularpowermod;
9483 // lightmaps mode looks bad with dlights using actual texturing, so turn
9484 // off the colormap and glossmap, but leave the normalmap on as it still
9485 // accurately represents the shading involved
9486 if (gl_lightmaps.integer)
9488 t->basetexture = r_texture_grey128;
9489 t->pantstexture = r_texture_black;
9490 t->shirttexture = r_texture_black;
9491 t->nmaptexture = r_texture_blanknormalmap;
9492 t->glosstexture = r_texture_black;
9493 t->glowtexture = NULL;
9494 t->fogtexture = NULL;
9495 t->reflectmasktexture = NULL;
9496 t->backgroundbasetexture = NULL;
9497 t->backgroundnmaptexture = r_texture_blanknormalmap;
9498 t->backgroundglosstexture = r_texture_black;
9499 t->backgroundglowtexture = NULL;
9500 t->specularscale = 0;
9501 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9504 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9505 VectorClear(t->dlightcolor);
9506 t->currentnumlayers = 0;
9507 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9509 int blendfunc1, blendfunc2;
9511 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9513 blendfunc1 = GL_SRC_ALPHA;
9514 blendfunc2 = GL_ONE;
9516 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9518 blendfunc1 = GL_SRC_ALPHA;
9519 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9521 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9523 blendfunc1 = t->customblendfunc[0];
9524 blendfunc2 = t->customblendfunc[1];
9528 blendfunc1 = GL_ONE;
9529 blendfunc2 = GL_ZERO;
9531 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9532 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9534 // fullbright is not affected by r_refdef.lightmapintensity
9535 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9536 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9537 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9538 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9539 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9543 vec3_t ambientcolor;
9545 // set the color tint used for lights affecting this surface
9546 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9548 // q3bsp has no lightmap updates, so the lightstylevalue that
9549 // would normally be baked into the lightmap must be
9550 // applied to the color
9551 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9552 if (model->type == mod_brushq3)
9553 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9554 colorscale *= r_refdef.lightmapintensity;
9555 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9556 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9557 // basic lit geometry
9558 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9559 // add pants/shirt if needed
9560 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9561 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9562 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9563 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9564 // now add ambient passes if needed
9565 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9567 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9568 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9569 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9570 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9571 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9574 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9575 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9576 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9578 // if this is opaque use alpha blend which will darken the earlier
9581 // if this is an alpha blended material, all the earlier passes
9582 // were darkened by fog already, so we only need to add the fog
9583 // color ontop through the fog mask texture
9585 // if this is an additive blended material, all the earlier passes
9586 // were darkened by fog already, and we should not add fog color
9587 // (because the background was not darkened, there is no fog color
9588 // that was lost behind it).
9589 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9593 return t->currentframe;
9596 rsurfacestate_t rsurface;
9598 void R_Mesh_ResizeArrays(int newvertices)
9601 if (rsurface.array_size >= newvertices)
9603 if (rsurface.array_modelvertex3f)
9604 Mem_Free(rsurface.array_modelvertex3f);
9605 rsurface.array_size = (newvertices + 1023) & ~1023;
9606 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9607 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9608 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9609 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9610 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9611 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9612 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9613 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9614 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9615 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9616 rsurface.array_color4f = base + rsurface.array_size * 27;
9617 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9620 void RSurf_ActiveWorldEntity(void)
9622 dp_model_t *model = r_refdef.scene.worldmodel;
9623 //if (rsurface.entity == r_refdef.scene.worldentity)
9625 rsurface.entity = r_refdef.scene.worldentity;
9626 rsurface.skeleton = NULL;
9627 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9628 rsurface.ent_skinnum = 0;
9629 rsurface.ent_qwskin = -1;
9630 rsurface.ent_shadertime = 0;
9631 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9632 if (rsurface.array_size < model->surfmesh.num_vertices)
9633 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9634 rsurface.matrix = identitymatrix;
9635 rsurface.inversematrix = identitymatrix;
9636 rsurface.matrixscale = 1;
9637 rsurface.inversematrixscale = 1;
9638 R_EntityMatrix(&identitymatrix);
9639 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9640 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9641 rsurface.fograngerecip = r_refdef.fograngerecip;
9642 rsurface.fogheightfade = r_refdef.fogheightfade;
9643 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9644 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9645 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9646 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9647 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9648 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9649 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9650 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9651 rsurface.colormod[3] = 1;
9652 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9653 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9654 rsurface.frameblend[0].lerp = 1;
9655 rsurface.ent_alttextures = false;
9656 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9657 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9658 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9659 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9660 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9661 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9662 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9663 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9664 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9665 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9666 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9667 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9668 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9669 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9670 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9671 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9672 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9673 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9674 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9675 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9676 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9677 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9678 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9679 rsurface.modelelement3i = model->surfmesh.data_element3i;
9680 rsurface.modelelement3s = model->surfmesh.data_element3s;
9681 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9682 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9683 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9684 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9685 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9686 rsurface.modelsurfaces = model->data_surfaces;
9687 rsurface.generatedvertex = false;
9688 rsurface.vertex3f = rsurface.modelvertex3f;
9689 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9690 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9691 rsurface.svector3f = rsurface.modelsvector3f;
9692 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9693 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9694 rsurface.tvector3f = rsurface.modeltvector3f;
9695 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9696 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9697 rsurface.normal3f = rsurface.modelnormal3f;
9698 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9699 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9700 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9703 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9705 dp_model_t *model = ent->model;
9706 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9708 rsurface.entity = (entity_render_t *)ent;
9709 rsurface.skeleton = ent->skeleton;
9710 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9711 rsurface.ent_skinnum = ent->skinnum;
9712 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
9713 rsurface.ent_shadertime = ent->shadertime;
9714 rsurface.ent_flags = ent->flags;
9715 if (rsurface.array_size < model->surfmesh.num_vertices)
9716 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9717 rsurface.matrix = ent->matrix;
9718 rsurface.inversematrix = ent->inversematrix;
9719 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9720 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9721 R_EntityMatrix(&rsurface.matrix);
9722 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9723 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9724 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9725 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9726 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9727 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9728 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9729 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9730 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9731 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9732 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9733 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9734 rsurface.colormod[3] = ent->alpha;
9735 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9736 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9737 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9738 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9739 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9740 if (ent->model->brush.submodel && !prepass)
9742 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9743 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9745 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9747 if (ent->animcache_vertex3f && !r_framedata_failed)
9749 rsurface.modelvertex3f = ent->animcache_vertex3f;
9750 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9751 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9752 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9754 else if (wanttangents)
9756 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9757 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9758 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9759 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9760 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9762 else if (wantnormals)
9764 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9765 rsurface.modelsvector3f = NULL;
9766 rsurface.modeltvector3f = NULL;
9767 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9768 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9772 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9773 rsurface.modelsvector3f = NULL;
9774 rsurface.modeltvector3f = NULL;
9775 rsurface.modelnormal3f = NULL;
9776 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9778 rsurface.modelvertex3f_bufferobject = 0;
9779 rsurface.modelvertex3f_bufferoffset = 0;
9780 rsurface.modelsvector3f_bufferobject = 0;
9781 rsurface.modelsvector3f_bufferoffset = 0;
9782 rsurface.modeltvector3f_bufferobject = 0;
9783 rsurface.modeltvector3f_bufferoffset = 0;
9784 rsurface.modelnormal3f_bufferobject = 0;
9785 rsurface.modelnormal3f_bufferoffset = 0;
9786 rsurface.generatedvertex = true;
9790 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9791 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9792 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9793 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9794 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9795 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9796 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9797 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9798 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9799 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9800 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9801 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9802 rsurface.generatedvertex = false;
9804 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9805 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9806 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9807 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9808 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9809 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9810 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9811 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9812 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9813 rsurface.modelelement3i = model->surfmesh.data_element3i;
9814 rsurface.modelelement3s = model->surfmesh.data_element3s;
9815 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9816 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9817 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9818 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9819 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9820 rsurface.modelsurfaces = model->data_surfaces;
9821 rsurface.vertex3f = rsurface.modelvertex3f;
9822 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9823 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9824 rsurface.svector3f = rsurface.modelsvector3f;
9825 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9826 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9827 rsurface.tvector3f = rsurface.modeltvector3f;
9828 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9829 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9830 rsurface.normal3f = rsurface.modelnormal3f;
9831 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9832 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9833 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9836 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9838 rsurface.entity = r_refdef.scene.worldentity;
9839 rsurface.skeleton = NULL;
9840 rsurface.ent_skinnum = 0;
9841 rsurface.ent_qwskin = -1;
9842 rsurface.ent_shadertime = shadertime;
9843 rsurface.ent_flags = entflags;
9844 rsurface.modelnum_vertices = numvertices;
9845 rsurface.modelnum_triangles = numtriangles;
9846 if (rsurface.array_size < rsurface.modelnum_vertices)
9847 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9848 rsurface.matrix = *matrix;
9849 rsurface.inversematrix = *inversematrix;
9850 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9851 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9852 R_EntityMatrix(&rsurface.matrix);
9853 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9854 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9855 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9856 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9857 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9858 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9859 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9860 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9861 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9862 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9863 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9864 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9865 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9866 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9867 rsurface.frameblend[0].lerp = 1;
9868 rsurface.ent_alttextures = false;
9869 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9870 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9873 rsurface.modelvertex3f = vertex3f;
9874 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9875 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9876 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9878 else if (wantnormals)
9880 rsurface.modelvertex3f = vertex3f;
9881 rsurface.modelsvector3f = NULL;
9882 rsurface.modeltvector3f = NULL;
9883 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9887 rsurface.modelvertex3f = vertex3f;
9888 rsurface.modelsvector3f = NULL;
9889 rsurface.modeltvector3f = NULL;
9890 rsurface.modelnormal3f = NULL;
9892 rsurface.modelvertex3f_bufferobject = 0;
9893 rsurface.modelvertex3f_bufferoffset = 0;
9894 rsurface.modelsvector3f_bufferobject = 0;
9895 rsurface.modelsvector3f_bufferoffset = 0;
9896 rsurface.modeltvector3f_bufferobject = 0;
9897 rsurface.modeltvector3f_bufferoffset = 0;
9898 rsurface.modelnormal3f_bufferobject = 0;
9899 rsurface.modelnormal3f_bufferoffset = 0;
9900 rsurface.generatedvertex = true;
9901 rsurface.modellightmapcolor4f = color4f;
9902 rsurface.modellightmapcolor4f_bufferobject = 0;
9903 rsurface.modellightmapcolor4f_bufferoffset = 0;
9904 rsurface.modeltexcoordtexture2f = texcoord2f;
9905 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9906 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9907 rsurface.modeltexcoordlightmap2f = NULL;
9908 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9909 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9910 rsurface.modelelement3i = element3i;
9911 rsurface.modelelement3s = element3s;
9912 rsurface.modelelement3i_bufferobject = 0;
9913 rsurface.modelelement3s_bufferobject = 0;
9914 rsurface.modellightmapoffsets = NULL;
9915 rsurface.modelsurfaces = NULL;
9916 rsurface.vertex3f = rsurface.modelvertex3f;
9917 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9918 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9919 rsurface.svector3f = rsurface.modelsvector3f;
9920 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9921 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9922 rsurface.tvector3f = rsurface.modeltvector3f;
9923 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9924 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9925 rsurface.normal3f = rsurface.modelnormal3f;
9926 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9927 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9928 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9930 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9932 if ((wantnormals || wanttangents) && !normal3f)
9933 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9934 if (wanttangents && !svector3f)
9935 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9939 float RSurf_FogPoint(const float *v)
9941 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9942 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9943 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9944 float FogHeightFade = r_refdef.fogheightfade;
9946 unsigned int fogmasktableindex;
9947 if (r_refdef.fogplaneviewabove)
9948 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9950 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9951 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9952 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9955 float RSurf_FogVertex(const float *v)
9957 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9958 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9959 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9960 float FogHeightFade = rsurface.fogheightfade;
9962 unsigned int fogmasktableindex;
9963 if (r_refdef.fogplaneviewabove)
9964 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9966 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9967 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9968 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9971 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9972 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9975 int texturesurfaceindex;
9980 const float *v1, *in_tc;
9982 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9984 q3shaderinfo_deform_t *deform;
9985 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9986 if (rsurface.generatedvertex)
9988 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9989 generatenormals = true;
9990 for (i = 0;i < Q3MAXDEFORMS;i++)
9992 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9994 generatetangents = true;
9995 generatenormals = true;
9997 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9998 generatenormals = true;
10000 if (generatenormals && !rsurface.modelnormal3f)
10002 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10003 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10004 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10005 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10007 if (generatetangents && !rsurface.modelsvector3f)
10009 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10010 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10011 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10012 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10013 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10014 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10015 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10018 rsurface.vertex3f = rsurface.modelvertex3f;
10019 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10020 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10021 rsurface.svector3f = rsurface.modelsvector3f;
10022 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10023 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10024 rsurface.tvector3f = rsurface.modeltvector3f;
10025 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10026 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10027 rsurface.normal3f = rsurface.modelnormal3f;
10028 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10029 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10030 // if vertices are deformed (sprite flares and things in maps, possibly
10031 // water waves, bulges and other deformations), generate them into
10032 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10033 // (may be static model data or generated data for an animated model, or
10034 // the previous deform pass)
10035 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10037 switch (deform->deform)
10040 case Q3DEFORM_PROJECTIONSHADOW:
10041 case Q3DEFORM_TEXT0:
10042 case Q3DEFORM_TEXT1:
10043 case Q3DEFORM_TEXT2:
10044 case Q3DEFORM_TEXT3:
10045 case Q3DEFORM_TEXT4:
10046 case Q3DEFORM_TEXT5:
10047 case Q3DEFORM_TEXT6:
10048 case Q3DEFORM_TEXT7:
10049 case Q3DEFORM_NONE:
10051 case Q3DEFORM_AUTOSPRITE:
10052 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10053 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10054 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10055 VectorNormalize(newforward);
10056 VectorNormalize(newright);
10057 VectorNormalize(newup);
10058 // make deformed versions of only the model vertices used by the specified surfaces
10059 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10061 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10062 // a single autosprite surface can contain multiple sprites...
10063 for (j = 0;j < surface->num_vertices - 3;j += 4)
10065 VectorClear(center);
10066 for (i = 0;i < 4;i++)
10067 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10068 VectorScale(center, 0.25f, center);
10069 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10070 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10071 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10072 for (i = 0;i < 4;i++)
10074 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10075 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10078 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10079 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10081 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10082 rsurface.vertex3f_bufferobject = 0;
10083 rsurface.vertex3f_bufferoffset = 0;
10084 rsurface.svector3f = rsurface.array_deformedsvector3f;
10085 rsurface.svector3f_bufferobject = 0;
10086 rsurface.svector3f_bufferoffset = 0;
10087 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10088 rsurface.tvector3f_bufferobject = 0;
10089 rsurface.tvector3f_bufferoffset = 0;
10090 rsurface.normal3f = rsurface.array_deformednormal3f;
10091 rsurface.normal3f_bufferobject = 0;
10092 rsurface.normal3f_bufferoffset = 0;
10094 case Q3DEFORM_AUTOSPRITE2:
10095 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10096 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10097 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10098 VectorNormalize(newforward);
10099 VectorNormalize(newright);
10100 VectorNormalize(newup);
10101 // make deformed versions of only the model vertices used by the specified surfaces
10102 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10104 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10105 const float *v1, *v2;
10115 memset(shortest, 0, sizeof(shortest));
10116 // a single autosprite surface can contain multiple sprites...
10117 for (j = 0;j < surface->num_vertices - 3;j += 4)
10119 VectorClear(center);
10120 for (i = 0;i < 4;i++)
10121 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10122 VectorScale(center, 0.25f, center);
10123 // find the two shortest edges, then use them to define the
10124 // axis vectors for rotating around the central axis
10125 for (i = 0;i < 6;i++)
10127 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10128 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10130 Debug_PolygonBegin(NULL, 0);
10131 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10132 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10133 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10134 Debug_PolygonEnd();
10136 l = VectorDistance2(v1, v2);
10137 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10138 if (v1[2] != v2[2])
10139 l += (1.0f / 1024.0f);
10140 if (shortest[0].length2 > l || i == 0)
10142 shortest[1] = shortest[0];
10143 shortest[0].length2 = l;
10144 shortest[0].v1 = v1;
10145 shortest[0].v2 = v2;
10147 else if (shortest[1].length2 > l || i == 1)
10149 shortest[1].length2 = l;
10150 shortest[1].v1 = v1;
10151 shortest[1].v2 = v2;
10154 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10155 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10157 Debug_PolygonBegin(NULL, 0);
10158 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10159 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10160 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10161 Debug_PolygonEnd();
10163 // this calculates the right vector from the shortest edge
10164 // and the up vector from the edge midpoints
10165 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10166 VectorNormalize(right);
10167 VectorSubtract(end, start, up);
10168 VectorNormalize(up);
10169 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10170 VectorSubtract(rsurface.localvieworigin, center, forward);
10171 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10172 VectorNegate(forward, forward);
10173 VectorReflect(forward, 0, up, forward);
10174 VectorNormalize(forward);
10175 CrossProduct(up, forward, newright);
10176 VectorNormalize(newright);
10178 Debug_PolygonBegin(NULL, 0);
10179 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10180 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10181 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10182 Debug_PolygonEnd();
10185 Debug_PolygonBegin(NULL, 0);
10186 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10187 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10188 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10189 Debug_PolygonEnd();
10191 // rotate the quad around the up axis vector, this is made
10192 // especially easy by the fact we know the quad is flat,
10193 // so we only have to subtract the center position and
10194 // measure distance along the right vector, and then
10195 // multiply that by the newright vector and add back the
10197 // we also need to subtract the old position to undo the
10198 // displacement from the center, which we do with a
10199 // DotProduct, the subtraction/addition of center is also
10200 // optimized into DotProducts here
10201 l = DotProduct(right, center);
10202 for (i = 0;i < 4;i++)
10204 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10205 f = DotProduct(right, v1) - l;
10206 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10209 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10210 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10212 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10213 rsurface.vertex3f_bufferobject = 0;
10214 rsurface.vertex3f_bufferoffset = 0;
10215 rsurface.svector3f = rsurface.array_deformedsvector3f;
10216 rsurface.svector3f_bufferobject = 0;
10217 rsurface.svector3f_bufferoffset = 0;
10218 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10219 rsurface.tvector3f_bufferobject = 0;
10220 rsurface.tvector3f_bufferoffset = 0;
10221 rsurface.normal3f = rsurface.array_deformednormal3f;
10222 rsurface.normal3f_bufferobject = 0;
10223 rsurface.normal3f_bufferoffset = 0;
10225 case Q3DEFORM_NORMAL:
10226 // deform the normals to make reflections wavey
10227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230 for (j = 0;j < surface->num_vertices;j++)
10233 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10234 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10235 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10236 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10237 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10238 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10239 VectorNormalize(normal);
10241 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10243 rsurface.svector3f = rsurface.array_deformedsvector3f;
10244 rsurface.svector3f_bufferobject = 0;
10245 rsurface.svector3f_bufferoffset = 0;
10246 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10247 rsurface.tvector3f_bufferobject = 0;
10248 rsurface.tvector3f_bufferoffset = 0;
10249 rsurface.normal3f = rsurface.array_deformednormal3f;
10250 rsurface.normal3f_bufferobject = 0;
10251 rsurface.normal3f_bufferoffset = 0;
10253 case Q3DEFORM_WAVE:
10254 // deform vertex array to make wavey water and flags and such
10255 waveparms[0] = deform->waveparms[0];
10256 waveparms[1] = deform->waveparms[1];
10257 waveparms[2] = deform->waveparms[2];
10258 waveparms[3] = deform->waveparms[3];
10259 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10260 break; // if wavefunc is a nop, don't make a dynamic vertex array
10261 // this is how a divisor of vertex influence on deformation
10262 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10263 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10264 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10266 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10267 for (j = 0;j < surface->num_vertices;j++)
10269 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10270 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10271 // if the wavefunc depends on time, evaluate it per-vertex
10274 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10275 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10277 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10280 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10281 rsurface.vertex3f_bufferobject = 0;
10282 rsurface.vertex3f_bufferoffset = 0;
10284 case Q3DEFORM_BULGE:
10285 // deform vertex array to make the surface have moving bulges
10286 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10288 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10289 for (j = 0;j < surface->num_vertices;j++)
10291 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10292 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10295 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10296 rsurface.vertex3f_bufferobject = 0;
10297 rsurface.vertex3f_bufferoffset = 0;
10299 case Q3DEFORM_MOVE:
10300 // deform vertex array
10301 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10302 break; // if wavefunc is a nop, don't make a dynamic vertex array
10303 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10304 VectorScale(deform->parms, scale, waveparms);
10305 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10307 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10308 for (j = 0;j < surface->num_vertices;j++)
10309 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10311 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10312 rsurface.vertex3f_bufferobject = 0;
10313 rsurface.vertex3f_bufferoffset = 0;
10317 // generate texcoords based on the chosen texcoord source
10318 switch(rsurface.texture->tcgen.tcgen)
10321 case Q3TCGEN_TEXTURE:
10322 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10323 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10324 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10326 case Q3TCGEN_LIGHTMAP:
10327 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10328 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10329 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10331 case Q3TCGEN_VECTOR:
10332 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10334 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10335 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10337 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10338 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10341 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10342 rsurface.texcoordtexture2f_bufferobject = 0;
10343 rsurface.texcoordtexture2f_bufferoffset = 0;
10345 case Q3TCGEN_ENVIRONMENT:
10346 // make environment reflections using a spheremap
10347 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10349 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10350 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10351 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10352 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10353 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10355 // identical to Q3A's method, but executed in worldspace so
10356 // carried models can be shiny too
10358 float viewer[3], d, reflected[3], worldreflected[3];
10360 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10361 // VectorNormalize(viewer);
10363 d = DotProduct(normal, viewer);
10365 reflected[0] = normal[0]*2*d - viewer[0];
10366 reflected[1] = normal[1]*2*d - viewer[1];
10367 reflected[2] = normal[2]*2*d - viewer[2];
10368 // note: this is proportinal to viewer, so we can normalize later
10370 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10371 VectorNormalize(worldreflected);
10373 // note: this sphere map only uses world x and z!
10374 // so positive and negative y will LOOK THE SAME.
10375 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10376 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10379 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10380 rsurface.texcoordtexture2f_bufferobject = 0;
10381 rsurface.texcoordtexture2f_bufferoffset = 0;
10384 // the only tcmod that needs software vertex processing is turbulent, so
10385 // check for it here and apply the changes if needed
10386 // and we only support that as the first one
10387 // (handling a mixture of turbulent and other tcmods would be problematic
10388 // without punting it entirely to a software path)
10389 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10391 amplitude = rsurface.texture->tcmods[0].parms[1];
10392 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10393 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10395 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10396 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10398 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10399 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10402 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10403 rsurface.texcoordtexture2f_bufferobject = 0;
10404 rsurface.texcoordtexture2f_bufferoffset = 0;
10406 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10407 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10408 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10409 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10412 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10415 const msurface_t *surface = texturesurfacelist[0];
10416 const msurface_t *surface2;
10421 // TODO: lock all array ranges before render, rather than on each surface
10422 if (texturenumsurfaces == 1)
10423 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10424 else if (r_batchmode.integer == 2)
10426 #define MAXBATCHTRIANGLES 65536
10427 int batchtriangles = 0;
10428 static int batchelements[MAXBATCHTRIANGLES*3];
10429 for (i = 0;i < texturenumsurfaces;i = j)
10431 surface = texturesurfacelist[i];
10433 if (surface->num_triangles > MAXBATCHTRIANGLES)
10435 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10438 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10439 batchtriangles = surface->num_triangles;
10440 firstvertex = surface->num_firstvertex;
10441 endvertex = surface->num_firstvertex + surface->num_vertices;
10442 for (;j < texturenumsurfaces;j++)
10444 surface2 = texturesurfacelist[j];
10445 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10447 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10448 batchtriangles += surface2->num_triangles;
10449 firstvertex = min(firstvertex, surface2->num_firstvertex);
10450 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10452 surface2 = texturesurfacelist[j-1];
10453 numvertices = endvertex - firstvertex;
10454 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10457 else if (r_batchmode.integer == 1)
10459 for (i = 0;i < texturenumsurfaces;i = j)
10461 surface = texturesurfacelist[i];
10462 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10463 if (texturesurfacelist[j] != surface2)
10465 surface2 = texturesurfacelist[j-1];
10466 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10467 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10468 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10473 for (i = 0;i < texturenumsurfaces;i++)
10475 surface = texturesurfacelist[i];
10476 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10481 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10483 switch(vid.renderpath)
10485 case RENDERPATH_CGGL:
10487 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10488 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10491 case RENDERPATH_GL20:
10492 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10493 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10495 case RENDERPATH_GL13:
10496 case RENDERPATH_GL11:
10497 R_Mesh_TexBind(0, surface->lightmaptexture);
10502 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10504 // pick the closest matching water plane and bind textures
10505 int planeindex, vertexindex;
10509 r_waterstate_waterplane_t *p, *bestp;
10512 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10514 if(p->camera_entity != rsurface.texture->camera_entity)
10517 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10519 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10520 d += fabs(PlaneDiff(vert, &p->plane));
10522 if (bestd > d || !bestp)
10528 switch(vid.renderpath)
10530 case RENDERPATH_CGGL:
10532 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10533 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10534 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10537 case RENDERPATH_GL20:
10538 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10539 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10540 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10542 case RENDERPATH_GL13:
10543 case RENDERPATH_GL11:
10548 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10551 const msurface_t *surface;
10552 if (r_waterstate.renderingscene)
10554 for (i = 0;i < texturenumsurfaces;i++)
10556 surface = texturesurfacelist[i];
10557 RSurf_BindLightmapForSurface(surface);
10558 RSurf_BindReflectionForSurface(surface);
10559 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10563 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10567 const msurface_t *surface = texturesurfacelist[0];
10568 const msurface_t *surface2;
10573 if (texturenumsurfaces == 1)
10575 RSurf_BindLightmapForSurface(surface);
10576 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10578 else if (r_batchmode.integer == 2)
10580 int batchtriangles = 0;
10581 static int batchelements[MAXBATCHTRIANGLES*3];
10582 for (i = 0;i < texturenumsurfaces;i = j)
10584 surface = texturesurfacelist[i];
10585 RSurf_BindLightmapForSurface(surface);
10587 if (surface->num_triangles > MAXBATCHTRIANGLES)
10589 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10592 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10593 batchtriangles = surface->num_triangles;
10594 firstvertex = surface->num_firstvertex;
10595 endvertex = surface->num_firstvertex + surface->num_vertices;
10596 for (;j < texturenumsurfaces;j++)
10598 surface2 = texturesurfacelist[j];
10599 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10601 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10602 batchtriangles += surface2->num_triangles;
10603 firstvertex = min(firstvertex, surface2->num_firstvertex);
10604 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10606 surface2 = texturesurfacelist[j-1];
10607 numvertices = endvertex - firstvertex;
10608 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10611 else if (r_batchmode.integer == 1)
10614 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10615 for (i = 0;i < texturenumsurfaces;i = j)
10617 surface = texturesurfacelist[i];
10618 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10619 if (texturesurfacelist[j] != surface2)
10621 Con_Printf(" %i", j - i);
10624 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10626 for (i = 0;i < texturenumsurfaces;i = j)
10628 surface = texturesurfacelist[i];
10629 RSurf_BindLightmapForSurface(surface);
10630 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10631 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10634 Con_Printf(" %i", j - i);
10636 surface2 = texturesurfacelist[j-1];
10637 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10638 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10639 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10647 for (i = 0;i < texturenumsurfaces;i++)
10649 surface = texturesurfacelist[i];
10650 RSurf_BindLightmapForSurface(surface);
10651 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10656 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10659 int texturesurfaceindex;
10660 if (r_showsurfaces.integer == 2)
10662 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10664 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10665 for (j = 0;j < surface->num_triangles;j++)
10667 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10668 GL_Color(f, f, f, 1);
10669 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10675 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10677 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10678 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10679 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10680 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10685 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10687 int texturesurfaceindex;
10691 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10693 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10694 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10702 rsurface.lightmapcolor4f = rsurface.array_color4f;
10703 rsurface.lightmapcolor4f_bufferobject = 0;
10704 rsurface.lightmapcolor4f_bufferoffset = 0;
10707 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10709 int texturesurfaceindex;
10715 if (rsurface.lightmapcolor4f)
10717 // generate color arrays for the surfaces in this list
10718 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10720 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10721 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10723 f = RSurf_FogVertex(v);
10733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10736 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10738 f = RSurf_FogVertex(v);
10746 rsurface.lightmapcolor4f = rsurface.array_color4f;
10747 rsurface.lightmapcolor4f_bufferobject = 0;
10748 rsurface.lightmapcolor4f_bufferoffset = 0;
10751 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10753 int texturesurfaceindex;
10759 if (!rsurface.lightmapcolor4f)
10761 // generate color arrays for the surfaces in this list
10762 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10764 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10765 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10767 f = RSurf_FogVertex(v);
10768 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10769 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10770 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10774 rsurface.lightmapcolor4f = rsurface.array_color4f;
10775 rsurface.lightmapcolor4f_bufferobject = 0;
10776 rsurface.lightmapcolor4f_bufferoffset = 0;
10779 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10781 int texturesurfaceindex;
10785 if (!rsurface.lightmapcolor4f)
10787 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10789 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10790 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10798 rsurface.lightmapcolor4f = rsurface.array_color4f;
10799 rsurface.lightmapcolor4f_bufferobject = 0;
10800 rsurface.lightmapcolor4f_bufferoffset = 0;
10803 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10805 int texturesurfaceindex;
10809 if (!rsurface.lightmapcolor4f)
10811 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10813 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10814 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10816 c2[0] = c[0] + r_refdef.scene.ambient;
10817 c2[1] = c[1] + r_refdef.scene.ambient;
10818 c2[2] = c[2] + r_refdef.scene.ambient;
10822 rsurface.lightmapcolor4f = rsurface.array_color4f;
10823 rsurface.lightmapcolor4f_bufferobject = 0;
10824 rsurface.lightmapcolor4f_bufferoffset = 0;
10827 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10830 rsurface.lightmapcolor4f = NULL;
10831 rsurface.lightmapcolor4f_bufferobject = 0;
10832 rsurface.lightmapcolor4f_bufferoffset = 0;
10833 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10834 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10835 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10836 GL_Color(r, g, b, a);
10837 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10840 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10842 // TODO: optimize applyfog && applycolor case
10843 // just apply fog if necessary, and tint the fog color array if necessary
10844 rsurface.lightmapcolor4f = NULL;
10845 rsurface.lightmapcolor4f_bufferobject = 0;
10846 rsurface.lightmapcolor4f_bufferoffset = 0;
10847 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10848 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10849 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10850 GL_Color(r, g, b, a);
10851 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10854 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10856 int texturesurfaceindex;
10860 if (texturesurfacelist[0]->lightmapinfo)
10862 // generate color arrays for the surfaces in this list
10863 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10865 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10866 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10868 if (surface->lightmapinfo->samples)
10870 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10871 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10872 VectorScale(lm, scale, c);
10873 if (surface->lightmapinfo->styles[1] != 255)
10875 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10877 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10878 VectorMA(c, scale, lm, c);
10879 if (surface->lightmapinfo->styles[2] != 255)
10882 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10883 VectorMA(c, scale, lm, c);
10884 if (surface->lightmapinfo->styles[3] != 255)
10887 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10888 VectorMA(c, scale, lm, c);
10898 rsurface.lightmapcolor4f = rsurface.array_color4f;
10899 rsurface.lightmapcolor4f_bufferobject = 0;
10900 rsurface.lightmapcolor4f_bufferoffset = 0;
10904 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10905 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10906 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10908 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10909 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10910 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10911 GL_Color(r, g, b, a);
10912 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10915 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10917 int texturesurfaceindex;
10924 vec3_t ambientcolor;
10925 vec3_t diffusecolor;
10929 VectorCopy(rsurface.modellight_lightdir, lightdir);
10930 f = 0.5f * r_refdef.lightmapintensity;
10931 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10932 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10933 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10934 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10935 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10936 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10938 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10940 // generate color arrays for the surfaces in this list
10941 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10943 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10944 int numverts = surface->num_vertices;
10945 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10946 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10947 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10948 // q3-style directional shading
10949 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10951 if ((f = DotProduct(n, lightdir)) > 0)
10952 VectorMA(ambientcolor, f, diffusecolor, c);
10954 VectorCopy(ambientcolor, c);
10962 rsurface.lightmapcolor4f = rsurface.array_color4f;
10963 rsurface.lightmapcolor4f_bufferobject = 0;
10964 rsurface.lightmapcolor4f_bufferoffset = 0;
10965 *applycolor = false;
10969 *r = ambientcolor[0];
10970 *g = ambientcolor[1];
10971 *b = ambientcolor[2];
10972 rsurface.lightmapcolor4f = NULL;
10973 rsurface.lightmapcolor4f_bufferobject = 0;
10974 rsurface.lightmapcolor4f_bufferoffset = 0;
10978 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10980 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10981 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10982 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10983 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10984 GL_Color(r, g, b, a);
10985 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10988 void RSurf_SetupDepthAndCulling(void)
10990 // submodels are biased to avoid z-fighting with world surfaces that they
10991 // may be exactly overlapping (avoids z-fighting artifacts on certain
10992 // doors and things in Quake maps)
10993 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10994 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10995 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10996 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10999 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11001 // transparent sky would be ridiculous
11002 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11004 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11005 skyrenderlater = true;
11006 RSurf_SetupDepthAndCulling();
11007 GL_DepthMask(true);
11008 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11009 // skymasking on them, and Quake3 never did sky masking (unlike
11010 // software Quake and software Quake2), so disable the sky masking
11011 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11012 // and skymasking also looks very bad when noclipping outside the
11013 // level, so don't use it then either.
11014 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11016 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11017 R_Mesh_ColorPointer(NULL, 0, 0);
11018 R_Mesh_ResetTextureState();
11019 if (skyrendermasked)
11021 R_SetupShader_DepthOrShadow();
11022 // depth-only (masking)
11023 GL_ColorMask(0,0,0,0);
11024 // just to make sure that braindead drivers don't draw
11025 // anything despite that colormask...
11026 GL_BlendFunc(GL_ZERO, GL_ONE);
11030 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11032 GL_BlendFunc(GL_ONE, GL_ZERO);
11034 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11035 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11036 if (skyrendermasked)
11037 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11039 R_Mesh_ResetTextureState();
11040 GL_Color(1, 1, 1, 1);
11043 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11044 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11045 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11047 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11049 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11052 // render screenspace normalmap to texture
11053 GL_DepthMask(true);
11054 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11055 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11057 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11059 // render water or distortion background, then blend surface on top
11060 GL_DepthMask(true);
11061 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11062 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11063 GL_DepthMask(false);
11064 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11065 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11066 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11068 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11072 // render surface normally
11073 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11074 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11075 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11076 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11077 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11078 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11080 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11084 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11086 // OpenGL 1.3 path - anything not completely ancient
11087 int texturesurfaceindex;
11088 qboolean applycolor;
11091 const texturelayer_t *layer;
11092 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11094 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11097 int layertexrgbscale;
11098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11100 if (layerindex == 0)
11101 GL_AlphaTest(true);
11104 GL_AlphaTest(false);
11105 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11108 GL_DepthMask(layer->depthmask && writedepth);
11109 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11110 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11112 layertexrgbscale = 4;
11113 VectorScale(layer->color, 0.25f, layercolor);
11115 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11117 layertexrgbscale = 2;
11118 VectorScale(layer->color, 0.5f, layercolor);
11122 layertexrgbscale = 1;
11123 VectorScale(layer->color, 1.0f, layercolor);
11125 layercolor[3] = layer->color[3];
11126 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11127 R_Mesh_ColorPointer(NULL, 0, 0);
11128 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11129 switch (layer->type)
11131 case TEXTURELAYERTYPE_LITTEXTURE:
11132 // single-pass lightmapped texture with 2x rgbscale
11133 R_Mesh_TexBind(0, r_texture_white);
11134 R_Mesh_TexMatrix(0, NULL);
11135 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11136 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11137 R_Mesh_TexBind(1, layer->texture);
11138 R_Mesh_TexMatrix(1, &layer->texmatrix);
11139 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11140 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11141 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11142 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11143 else if (rsurface.uselightmaptexture)
11144 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11146 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11148 case TEXTURELAYERTYPE_TEXTURE:
11149 // singletexture unlit texture with transparency support
11150 R_Mesh_TexBind(0, layer->texture);
11151 R_Mesh_TexMatrix(0, &layer->texmatrix);
11152 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11153 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11154 R_Mesh_TexBind(1, 0);
11155 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11156 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11158 case TEXTURELAYERTYPE_FOG:
11159 // singletexture fogging
11160 if (layer->texture)
11162 R_Mesh_TexBind(0, layer->texture);
11163 R_Mesh_TexMatrix(0, &layer->texmatrix);
11164 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11165 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11169 R_Mesh_TexBind(0, 0);
11170 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11172 R_Mesh_TexBind(1, 0);
11173 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11174 // generate a color array for the fog pass
11175 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11176 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11182 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11183 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11185 f = 1 - RSurf_FogVertex(v);
11186 c[0] = layercolor[0];
11187 c[1] = layercolor[1];
11188 c[2] = layercolor[2];
11189 c[3] = f * layercolor[3];
11192 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11195 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11201 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11202 GL_AlphaTest(false);
11206 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11208 // OpenGL 1.1 - crusty old voodoo path
11209 int texturesurfaceindex;
11212 const texturelayer_t *layer;
11213 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11215 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11219 if (layerindex == 0)
11220 GL_AlphaTest(true);
11223 GL_AlphaTest(false);
11224 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11227 GL_DepthMask(layer->depthmask && writedepth);
11228 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11229 R_Mesh_ColorPointer(NULL, 0, 0);
11230 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11231 switch (layer->type)
11233 case TEXTURELAYERTYPE_LITTEXTURE:
11234 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11236 // two-pass lit texture with 2x rgbscale
11237 // first the lightmap pass
11238 R_Mesh_TexBind(0, r_texture_white);
11239 R_Mesh_TexMatrix(0, NULL);
11240 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11241 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11242 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11243 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11244 else if (rsurface.uselightmaptexture)
11245 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11247 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11248 // then apply the texture to it
11249 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11250 R_Mesh_TexBind(0, layer->texture);
11251 R_Mesh_TexMatrix(0, &layer->texmatrix);
11252 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11253 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11254 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11258 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11259 R_Mesh_TexBind(0, layer->texture);
11260 R_Mesh_TexMatrix(0, &layer->texmatrix);
11261 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11262 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11263 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11264 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11266 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11269 case TEXTURELAYERTYPE_TEXTURE:
11270 // singletexture unlit texture with transparency support
11271 R_Mesh_TexBind(0, layer->texture);
11272 R_Mesh_TexMatrix(0, &layer->texmatrix);
11273 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11274 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11275 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11277 case TEXTURELAYERTYPE_FOG:
11278 // singletexture fogging
11279 if (layer->texture)
11281 R_Mesh_TexBind(0, layer->texture);
11282 R_Mesh_TexMatrix(0, &layer->texmatrix);
11283 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11284 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11288 R_Mesh_TexBind(0, 0);
11289 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11291 // generate a color array for the fog pass
11292 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11299 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11300 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11302 f = 1 - RSurf_FogVertex(v);
11303 c[0] = layer->color[0];
11304 c[1] = layer->color[1];
11305 c[2] = layer->color[2];
11306 c[3] = f * layer->color[3];
11309 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11312 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11316 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11318 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11319 GL_AlphaTest(false);
11323 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11327 GL_AlphaTest(false);
11328 R_Mesh_ColorPointer(NULL, 0, 0);
11329 R_Mesh_ResetTextureState();
11330 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11332 if(rsurface.texture && rsurface.texture->currentskinframe)
11334 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11335 c[3] *= rsurface.texture->currentalpha;
11345 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11347 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11348 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11349 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11352 // brighten it up (as texture value 127 means "unlit")
11353 c[0] *= 2 * r_refdef.view.colorscale;
11354 c[1] *= 2 * r_refdef.view.colorscale;
11355 c[2] *= 2 * r_refdef.view.colorscale;
11357 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11358 c[3] *= r_wateralpha.value;
11360 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11363 GL_DepthMask(false);
11365 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11367 GL_BlendFunc(GL_ONE, GL_ONE);
11368 GL_DepthMask(false);
11370 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11372 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11373 GL_DepthMask(false);
11375 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11377 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11378 GL_DepthMask(false);
11382 GL_BlendFunc(GL_ONE, GL_ZERO);
11383 GL_DepthMask(writedepth);
11386 rsurface.lightmapcolor4f = NULL;
11388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11390 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11392 rsurface.lightmapcolor4f = NULL;
11393 rsurface.lightmapcolor4f_bufferobject = 0;
11394 rsurface.lightmapcolor4f_bufferoffset = 0;
11396 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11398 qboolean applycolor = true;
11401 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11403 r_refdef.lightmapintensity = 1;
11404 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11405 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11409 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11411 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11412 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11413 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11416 if(!rsurface.lightmapcolor4f)
11417 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11419 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11420 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11421 if(r_refdef.fogenabled)
11422 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11424 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11425 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11428 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11431 RSurf_SetupDepthAndCulling();
11432 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11434 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11437 switch (vid.renderpath)
11439 case RENDERPATH_GL20:
11440 case RENDERPATH_CGGL:
11441 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11443 case RENDERPATH_GL13:
11444 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11446 case RENDERPATH_GL11:
11447 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11453 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11456 RSurf_SetupDepthAndCulling();
11457 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11459 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11462 switch (vid.renderpath)
11464 case RENDERPATH_GL20:
11465 case RENDERPATH_CGGL:
11466 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11468 case RENDERPATH_GL13:
11469 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11471 case RENDERPATH_GL11:
11472 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11478 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11481 int texturenumsurfaces, endsurface;
11482 texture_t *texture;
11483 const msurface_t *surface;
11484 #define MAXBATCH_TRANSPARENTSURFACES 256
11485 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11487 // if the model is static it doesn't matter what value we give for
11488 // wantnormals and wanttangents, so this logic uses only rules applicable
11489 // to a model, knowing that they are meaningless otherwise
11490 if (ent == r_refdef.scene.worldentity)
11491 RSurf_ActiveWorldEntity();
11492 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11493 RSurf_ActiveModelEntity(ent, false, false, false);
11496 switch (vid.renderpath)
11498 case RENDERPATH_GL20:
11499 case RENDERPATH_CGGL:
11500 RSurf_ActiveModelEntity(ent, true, true, false);
11502 case RENDERPATH_GL13:
11503 case RENDERPATH_GL11:
11504 RSurf_ActiveModelEntity(ent, true, false, false);
11509 if (r_transparentdepthmasking.integer)
11511 qboolean setup = false;
11512 for (i = 0;i < numsurfaces;i = j)
11515 surface = rsurface.modelsurfaces + surfacelist[i];
11516 texture = surface->texture;
11517 rsurface.texture = R_GetCurrentTexture(texture);
11518 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11519 // scan ahead until we find a different texture
11520 endsurface = min(i + 1024, numsurfaces);
11521 texturenumsurfaces = 0;
11522 texturesurfacelist[texturenumsurfaces++] = surface;
11523 for (;j < endsurface;j++)
11525 surface = rsurface.modelsurfaces + surfacelist[j];
11526 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11528 texturesurfacelist[texturenumsurfaces++] = surface;
11530 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11532 // render the range of surfaces as depth
11536 GL_ColorMask(0,0,0,0);
11538 GL_DepthTest(true);
11539 GL_BlendFunc(GL_ONE, GL_ZERO);
11540 GL_DepthMask(true);
11541 GL_AlphaTest(false);
11542 R_Mesh_ColorPointer(NULL, 0, 0);
11543 R_Mesh_ResetTextureState();
11544 R_SetupShader_DepthOrShadow();
11546 RSurf_SetupDepthAndCulling();
11547 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11548 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11551 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11554 for (i = 0;i < numsurfaces;i = j)
11557 surface = rsurface.modelsurfaces + surfacelist[i];
11558 texture = surface->texture;
11559 rsurface.texture = R_GetCurrentTexture(texture);
11560 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11561 // scan ahead until we find a different texture
11562 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11563 texturenumsurfaces = 0;
11564 texturesurfacelist[texturenumsurfaces++] = surface;
11565 for (;j < endsurface;j++)
11567 surface = rsurface.modelsurfaces + surfacelist[j];
11568 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11570 texturesurfacelist[texturenumsurfaces++] = surface;
11572 // render the range of surfaces
11573 if (ent == r_refdef.scene.worldentity)
11574 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11576 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11578 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11579 GL_AlphaTest(false);
11582 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11584 // transparent surfaces get pushed off into the transparent queue
11585 int surfacelistindex;
11586 const msurface_t *surface;
11587 vec3_t tempcenter, center;
11588 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11590 surface = texturesurfacelist[surfacelistindex];
11591 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11592 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11593 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11594 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11595 if (queueentity->transparent_offset) // transparent offset
11597 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11598 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11599 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11601 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11605 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11607 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11611 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11613 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11615 RSurf_SetupDepthAndCulling();
11616 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11617 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11621 if (!rsurface.texture->currentnumlayers)
11623 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11624 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11626 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11628 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11630 RSurf_SetupDepthAndCulling();
11631 GL_AlphaTest(false);
11632 R_Mesh_ColorPointer(NULL, 0, 0);
11633 R_Mesh_ResetTextureState();
11634 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11635 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11636 GL_DepthMask(true);
11637 GL_BlendFunc(GL_ONE, GL_ZERO);
11638 GL_Color(0, 0, 0, 1);
11639 GL_DepthTest(writedepth);
11640 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11642 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11644 RSurf_SetupDepthAndCulling();
11645 GL_AlphaTest(false);
11646 R_Mesh_ColorPointer(NULL, 0, 0);
11647 R_Mesh_ResetTextureState();
11648 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11649 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11650 GL_DepthMask(true);
11651 GL_BlendFunc(GL_ONE, GL_ZERO);
11652 GL_DepthTest(true);
11653 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11655 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11656 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11657 else if (!rsurface.texture->currentnumlayers)
11659 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11661 // in the deferred case, transparent surfaces were queued during prepass
11662 if (!r_shadow_usingdeferredprepass)
11663 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11667 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11668 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11673 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11676 texture_t *texture;
11677 // break the surface list down into batches by texture and use of lightmapping
11678 for (i = 0;i < numsurfaces;i = j)
11681 // texture is the base texture pointer, rsurface.texture is the
11682 // current frame/skin the texture is directing us to use (for example
11683 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11684 // use skin 1 instead)
11685 texture = surfacelist[i]->texture;
11686 rsurface.texture = R_GetCurrentTexture(texture);
11687 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11688 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11690 // if this texture is not the kind we want, skip ahead to the next one
11691 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11695 // simply scan ahead until we find a different texture or lightmap state
11696 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11698 // render the range of surfaces
11699 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11703 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11708 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11710 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11712 RSurf_SetupDepthAndCulling();
11713 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11714 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11718 if (!rsurface.texture->currentnumlayers)
11720 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11721 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11723 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11725 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11727 RSurf_SetupDepthAndCulling();
11728 GL_AlphaTest(false);
11729 R_Mesh_ColorPointer(NULL, 0, 0);
11730 R_Mesh_ResetTextureState();
11731 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11732 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11733 GL_DepthMask(true);
11734 GL_BlendFunc(GL_ONE, GL_ZERO);
11735 GL_Color(0, 0, 0, 1);
11736 GL_DepthTest(writedepth);
11737 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11739 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11741 RSurf_SetupDepthAndCulling();
11742 GL_AlphaTest(false);
11743 R_Mesh_ColorPointer(NULL, 0, 0);
11744 R_Mesh_ResetTextureState();
11745 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11746 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11747 GL_DepthMask(true);
11748 GL_BlendFunc(GL_ONE, GL_ZERO);
11749 GL_DepthTest(true);
11750 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11752 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11753 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11754 else if (!rsurface.texture->currentnumlayers)
11756 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11758 // in the deferred case, transparent surfaces were queued during prepass
11759 if (!r_shadow_usingdeferredprepass)
11760 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11764 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11765 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11770 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11773 texture_t *texture;
11774 // break the surface list down into batches by texture and use of lightmapping
11775 for (i = 0;i < numsurfaces;i = j)
11778 // texture is the base texture pointer, rsurface.texture is the
11779 // current frame/skin the texture is directing us to use (for example
11780 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11781 // use skin 1 instead)
11782 texture = surfacelist[i]->texture;
11783 rsurface.texture = R_GetCurrentTexture(texture);
11784 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11785 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11787 // if this texture is not the kind we want, skip ahead to the next one
11788 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11792 // simply scan ahead until we find a different texture or lightmap state
11793 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11795 // render the range of surfaces
11796 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11800 float locboxvertex3f[6*4*3] =
11802 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11803 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11804 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11805 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11806 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11807 1,0,0, 0,0,0, 0,1,0, 1,1,0
11810 unsigned short locboxelements[6*2*3] =
11815 12,13,14, 12,14,15,
11816 16,17,18, 16,18,19,
11820 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11823 cl_locnode_t *loc = (cl_locnode_t *)ent;
11825 float vertex3f[6*4*3];
11827 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11828 GL_DepthMask(false);
11829 GL_DepthRange(0, 1);
11830 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11831 GL_DepthTest(true);
11832 GL_CullFace(GL_NONE);
11833 R_EntityMatrix(&identitymatrix);
11835 R_Mesh_VertexPointer(vertex3f, 0, 0);
11836 R_Mesh_ColorPointer(NULL, 0, 0);
11837 R_Mesh_ResetTextureState();
11838 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11840 i = surfacelist[0];
11841 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11842 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11843 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11844 surfacelist[0] < 0 ? 0.5f : 0.125f);
11846 if (VectorCompare(loc->mins, loc->maxs))
11848 VectorSet(size, 2, 2, 2);
11849 VectorMA(loc->mins, -0.5f, size, mins);
11853 VectorCopy(loc->mins, mins);
11854 VectorSubtract(loc->maxs, loc->mins, size);
11857 for (i = 0;i < 6*4*3;)
11858 for (j = 0;j < 3;j++, i++)
11859 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11861 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11864 void R_DrawLocs(void)
11867 cl_locnode_t *loc, *nearestloc;
11869 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11870 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11872 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11873 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11877 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11879 if (decalsystem->decals)
11880 Mem_Free(decalsystem->decals);
11881 memset(decalsystem, 0, sizeof(*decalsystem));
11884 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11887 tridecal_t *decals;
11890 // expand or initialize the system
11891 if (decalsystem->maxdecals <= decalsystem->numdecals)
11893 decalsystem_t old = *decalsystem;
11894 qboolean useshortelements;
11895 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11896 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11897 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11898 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11899 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11900 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11901 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11902 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11903 if (decalsystem->numdecals)
11904 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11906 Mem_Free(old.decals);
11907 for (i = 0;i < decalsystem->maxdecals*3;i++)
11908 decalsystem->element3i[i] = i;
11909 if (useshortelements)
11910 for (i = 0;i < decalsystem->maxdecals*3;i++)
11911 decalsystem->element3s[i] = i;
11914 // grab a decal and search for another free slot for the next one
11915 decals = decalsystem->decals;
11916 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11917 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11919 decalsystem->freedecal = i;
11920 if (decalsystem->numdecals <= i)
11921 decalsystem->numdecals = i + 1;
11923 // initialize the decal
11925 decal->triangleindex = triangleindex;
11926 decal->surfaceindex = surfaceindex;
11927 decal->decalsequence = decalsequence;
11928 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11929 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11930 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11931 decal->color4ub[0][3] = 255;
11932 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11933 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11934 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11935 decal->color4ub[1][3] = 255;
11936 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11937 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11938 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11939 decal->color4ub[2][3] = 255;
11940 decal->vertex3f[0][0] = v0[0];
11941 decal->vertex3f[0][1] = v0[1];
11942 decal->vertex3f[0][2] = v0[2];
11943 decal->vertex3f[1][0] = v1[0];
11944 decal->vertex3f[1][1] = v1[1];
11945 decal->vertex3f[1][2] = v1[2];
11946 decal->vertex3f[2][0] = v2[0];
11947 decal->vertex3f[2][1] = v2[1];
11948 decal->vertex3f[2][2] = v2[2];
11949 decal->texcoord2f[0][0] = t0[0];
11950 decal->texcoord2f[0][1] = t0[1];
11951 decal->texcoord2f[1][0] = t1[0];
11952 decal->texcoord2f[1][1] = t1[1];
11953 decal->texcoord2f[2][0] = t2[0];
11954 decal->texcoord2f[2][1] = t2[1];
11957 extern cvar_t cl_decals_bias;
11958 extern cvar_t cl_decals_models;
11959 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11960 // baseparms, parms, temps
11961 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11966 const float *vertex3f;
11968 float points[2][9][3];
11975 e = rsurface.modelelement3i + 3*triangleindex;
11977 vertex3f = rsurface.modelvertex3f;
11979 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11981 index = 3*e[cornerindex];
11982 VectorCopy(vertex3f + index, v[cornerindex]);
11985 //TriangleNormal(v[0], v[1], v[2], normal);
11986 //if (DotProduct(normal, localnormal) < 0.0f)
11988 // clip by each of the box planes formed from the projection matrix
11989 // if anything survives, we emit the decal
11990 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11993 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11996 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11999 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
12002 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12005 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
12008 // some part of the triangle survived, so we have to accept it...
12011 // dynamic always uses the original triangle
12013 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12015 index = 3*e[cornerindex];
12016 VectorCopy(vertex3f + index, v[cornerindex]);
12019 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12021 // convert vertex positions to texcoords
12022 Matrix4x4_Transform(projection, v[cornerindex], temp);
12023 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12024 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12025 // calculate distance fade from the projection origin
12026 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12027 f = bound(0.0f, f, 1.0f);
12028 c[cornerindex][0] = r * f;
12029 c[cornerindex][1] = g * f;
12030 c[cornerindex][2] = b * f;
12031 c[cornerindex][3] = 1.0f;
12032 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12035 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12037 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12038 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
12040 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
12042 matrix4x4_t projection;
12043 decalsystem_t *decalsystem;
12046 const msurface_t *surface;
12047 const msurface_t *surfaces;
12048 const int *surfacelist;
12049 const texture_t *texture;
12051 int numsurfacelist;
12052 int surfacelistindex;
12055 float localorigin[3];
12056 float localnormal[3];
12057 float localmins[3];
12058 float localmaxs[3];
12061 float planes[6][4];
12064 int bih_triangles_count;
12065 int bih_triangles[256];
12066 int bih_surfaces[256];
12068 decalsystem = &ent->decalsystem;
12069 model = ent->model;
12070 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12072 R_DecalSystem_Reset(&ent->decalsystem);
12076 if (!model->brush.data_nodes && !cl_decals_models.integer)
12078 if (decalsystem->model)
12079 R_DecalSystem_Reset(decalsystem);
12083 if (decalsystem->model != model)
12084 R_DecalSystem_Reset(decalsystem);
12085 decalsystem->model = model;
12087 RSurf_ActiveModelEntity(ent, false, false, false);
12089 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12090 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12091 VectorNormalize(localnormal);
12092 localsize = worldsize*rsurface.inversematrixscale;
12093 localmins[0] = localorigin[0] - localsize;
12094 localmins[1] = localorigin[1] - localsize;
12095 localmins[2] = localorigin[2] - localsize;
12096 localmaxs[0] = localorigin[0] + localsize;
12097 localmaxs[1] = localorigin[1] + localsize;
12098 localmaxs[2] = localorigin[2] + localsize;
12100 //VectorCopy(localnormal, planes[4]);
12101 //VectorVectors(planes[4], planes[2], planes[0]);
12102 AnglesFromVectors(angles, localnormal, NULL, false);
12103 AngleVectors(angles, planes[0], planes[2], planes[4]);
12104 VectorNegate(planes[0], planes[1]);
12105 VectorNegate(planes[2], planes[3]);
12106 VectorNegate(planes[4], planes[5]);
12107 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12108 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12109 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12110 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12111 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12112 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12117 matrix4x4_t forwardprojection;
12118 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12119 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12124 float projectionvector[4][3];
12125 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12126 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12127 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12128 projectionvector[0][0] = planes[0][0] * ilocalsize;
12129 projectionvector[0][1] = planes[1][0] * ilocalsize;
12130 projectionvector[0][2] = planes[2][0] * ilocalsize;
12131 projectionvector[1][0] = planes[0][1] * ilocalsize;
12132 projectionvector[1][1] = planes[1][1] * ilocalsize;
12133 projectionvector[1][2] = planes[2][1] * ilocalsize;
12134 projectionvector[2][0] = planes[0][2] * ilocalsize;
12135 projectionvector[2][1] = planes[1][2] * ilocalsize;
12136 projectionvector[2][2] = planes[2][2] * ilocalsize;
12137 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12138 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12139 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12140 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12144 dynamic = model->surfmesh.isanimated;
12145 numsurfacelist = model->nummodelsurfaces;
12146 surfacelist = model->sortedmodelsurfaces;
12147 surfaces = model->data_surfaces;
12150 bih_triangles_count = -1;
12153 if(model->render_bih.numleafs)
12154 bih = &model->render_bih;
12155 else if(model->collision_bih.numleafs)
12156 bih = &model->collision_bih;
12159 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12160 if(bih_triangles_count == 0)
12162 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12164 if(bih_triangles_count > 0)
12166 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12168 surfaceindex = bih_surfaces[triangleindex];
12169 surface = surfaces + surfaceindex;
12170 texture = surface->texture;
12171 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12173 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12175 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12180 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12182 surfaceindex = surfacelist[surfacelistindex];
12183 surface = surfaces + surfaceindex;
12184 // check cull box first because it rejects more than any other check
12185 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12187 // skip transparent surfaces
12188 texture = surface->texture;
12189 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12191 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12193 numtriangles = surface->num_triangles;
12194 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12195 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12200 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12201 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
12203 int renderentityindex;
12204 float worldmins[3];
12205 float worldmaxs[3];
12206 entity_render_t *ent;
12208 if (!cl_decals_newsystem.integer)
12211 worldmins[0] = worldorigin[0] - worldsize;
12212 worldmins[1] = worldorigin[1] - worldsize;
12213 worldmins[2] = worldorigin[2] - worldsize;
12214 worldmaxs[0] = worldorigin[0] + worldsize;
12215 worldmaxs[1] = worldorigin[1] + worldsize;
12216 worldmaxs[2] = worldorigin[2] + worldsize;
12218 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12220 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12222 ent = r_refdef.scene.entities[renderentityindex];
12223 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12226 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12230 typedef struct r_decalsystem_splatqueue_s
12232 vec3_t worldorigin;
12233 vec3_t worldnormal;
12239 r_decalsystem_splatqueue_t;
12241 int r_decalsystem_numqueued = 0;
12242 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12244 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
12246 r_decalsystem_splatqueue_t *queue;
12248 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12251 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12252 VectorCopy(worldorigin, queue->worldorigin);
12253 VectorCopy(worldnormal, queue->worldnormal);
12254 Vector4Set(queue->color, r, g, b, a);
12255 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12256 queue->worldsize = worldsize;
12257 queue->decalsequence = cl.decalsequence++;
12260 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12263 r_decalsystem_splatqueue_t *queue;
12265 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12266 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12267 r_decalsystem_numqueued = 0;
12270 extern cvar_t cl_decals_max;
12271 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12274 decalsystem_t *decalsystem = &ent->decalsystem;
12281 if (!decalsystem->numdecals)
12284 if (r_showsurfaces.integer)
12287 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12289 R_DecalSystem_Reset(decalsystem);
12293 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12294 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12296 if (decalsystem->lastupdatetime)
12297 frametime = (cl.time - decalsystem->lastupdatetime);
12300 decalsystem->lastupdatetime = cl.time;
12301 decal = decalsystem->decals;
12302 numdecals = decalsystem->numdecals;
12304 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12306 if (decal->color4ub[0][3])
12308 decal->lived += frametime;
12309 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12311 memset(decal, 0, sizeof(*decal));
12312 if (decalsystem->freedecal > i)
12313 decalsystem->freedecal = i;
12317 decal = decalsystem->decals;
12318 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12321 // collapse the array by shuffling the tail decals into the gaps
12324 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12325 decalsystem->freedecal++;
12326 if (decalsystem->freedecal == numdecals)
12328 decal[decalsystem->freedecal] = decal[--numdecals];
12331 decalsystem->numdecals = numdecals;
12333 if (numdecals <= 0)
12335 // if there are no decals left, reset decalsystem
12336 R_DecalSystem_Reset(decalsystem);
12340 extern skinframe_t *decalskinframe;
12341 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12344 decalsystem_t *decalsystem = &ent->decalsystem;
12353 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12356 numdecals = decalsystem->numdecals;
12360 if (r_showsurfaces.integer)
12363 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12365 R_DecalSystem_Reset(decalsystem);
12369 // if the model is static it doesn't matter what value we give for
12370 // wantnormals and wanttangents, so this logic uses only rules applicable
12371 // to a model, knowing that they are meaningless otherwise
12372 if (ent == r_refdef.scene.worldentity)
12373 RSurf_ActiveWorldEntity();
12375 RSurf_ActiveModelEntity(ent, false, false, false);
12377 decalsystem->lastupdatetime = cl.time;
12378 decal = decalsystem->decals;
12380 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12382 // update vertex positions for animated models
12383 v3f = decalsystem->vertex3f;
12384 c4f = decalsystem->color4f;
12385 t2f = decalsystem->texcoord2f;
12386 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12388 if (!decal->color4ub[0][3])
12391 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12394 // update color values for fading decals
12395 if (decal->lived >= cl_decals_time.value)
12397 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12398 alpha *= (1.0f/255.0f);
12401 alpha = 1.0f/255.0f;
12403 c4f[ 0] = decal->color4ub[0][0] * alpha;
12404 c4f[ 1] = decal->color4ub[0][1] * alpha;
12405 c4f[ 2] = decal->color4ub[0][2] * alpha;
12407 c4f[ 4] = decal->color4ub[1][0] * alpha;
12408 c4f[ 5] = decal->color4ub[1][1] * alpha;
12409 c4f[ 6] = decal->color4ub[1][2] * alpha;
12411 c4f[ 8] = decal->color4ub[2][0] * alpha;
12412 c4f[ 9] = decal->color4ub[2][1] * alpha;
12413 c4f[10] = decal->color4ub[2][2] * alpha;
12416 t2f[0] = decal->texcoord2f[0][0];
12417 t2f[1] = decal->texcoord2f[0][1];
12418 t2f[2] = decal->texcoord2f[1][0];
12419 t2f[3] = decal->texcoord2f[1][1];
12420 t2f[4] = decal->texcoord2f[2][0];
12421 t2f[5] = decal->texcoord2f[2][1];
12423 // update vertex positions for animated models
12424 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12426 e = rsurface.modelelement3i + 3*decal->triangleindex;
12427 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12428 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12429 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12433 VectorCopy(decal->vertex3f[0], v3f);
12434 VectorCopy(decal->vertex3f[1], v3f + 3);
12435 VectorCopy(decal->vertex3f[2], v3f + 6);
12438 if (r_refdef.fogenabled)
12440 alpha = RSurf_FogVertex(v3f);
12441 VectorScale(c4f, alpha, c4f);
12442 alpha = RSurf_FogVertex(v3f + 3);
12443 VectorScale(c4f + 4, alpha, c4f + 4);
12444 alpha = RSurf_FogVertex(v3f + 6);
12445 VectorScale(c4f + 8, alpha, c4f + 8);
12456 r_refdef.stats.drawndecals += numtris;
12458 // now render the decals all at once
12459 // (this assumes they all use one particle font texture!)
12460 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12461 R_Mesh_ResetTextureState();
12462 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12463 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12464 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12465 GL_DepthMask(false);
12466 GL_DepthRange(0, 1);
12467 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12468 GL_DepthTest(true);
12469 GL_CullFace(GL_NONE);
12470 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12471 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12472 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12476 static void R_DrawModelDecals(void)
12480 // fade faster when there are too many decals
12481 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12482 for (i = 0;i < r_refdef.scene.numentities;i++)
12483 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12485 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12486 for (i = 0;i < r_refdef.scene.numentities;i++)
12487 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12488 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12490 R_DecalSystem_ApplySplatEntitiesQueue();
12492 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12493 for (i = 0;i < r_refdef.scene.numentities;i++)
12494 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12496 r_refdef.stats.totaldecals += numdecals;
12498 if (r_showsurfaces.integer)
12501 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12503 for (i = 0;i < r_refdef.scene.numentities;i++)
12505 if (!r_refdef.viewcache.entityvisible[i])
12507 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12508 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12512 extern cvar_t mod_collision_bih;
12513 void R_DrawDebugModel(void)
12515 entity_render_t *ent = rsurface.entity;
12516 int i, j, k, l, flagsmask;
12517 const msurface_t *surface;
12518 dp_model_t *model = ent->model;
12521 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12523 R_Mesh_ColorPointer(NULL, 0, 0);
12524 R_Mesh_ResetTextureState();
12525 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12526 GL_DepthRange(0, 1);
12527 GL_DepthTest(!r_showdisabledepthtest.integer);
12528 GL_DepthMask(false);
12529 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12531 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12535 qboolean cullbox = ent == r_refdef.scene.worldentity;
12536 const q3mbrush_t *brush;
12537 const bih_t *bih = &model->collision_bih;
12538 const bih_leaf_t *bihleaf;
12539 float vertex3f[3][3];
12540 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12542 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12544 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12546 switch (bihleaf->type)
12549 brush = model->brush.data_brushes + bihleaf->itemindex;
12550 if (brush->colbrushf && brush->colbrushf->numtriangles)
12552 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12553 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12554 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12557 case BIH_COLLISIONTRIANGLE:
12558 triangleindex = bihleaf->itemindex;
12559 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12560 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12561 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12562 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12563 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12564 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12566 case BIH_RENDERTRIANGLE:
12567 triangleindex = bihleaf->itemindex;
12568 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12569 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12570 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12571 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12572 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12573 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12579 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12581 if (r_showtris.integer || r_shownormals.integer)
12583 if (r_showdisabledepthtest.integer)
12585 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12586 GL_DepthMask(false);
12590 GL_BlendFunc(GL_ONE, GL_ZERO);
12591 GL_DepthMask(true);
12593 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12595 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12597 rsurface.texture = R_GetCurrentTexture(surface->texture);
12598 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12600 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12601 if (r_showtris.value > 0)
12603 if (!rsurface.texture->currentlayers->depthmask)
12604 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12605 else if (ent == r_refdef.scene.worldentity)
12606 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12608 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12609 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12610 R_Mesh_ColorPointer(NULL, 0, 0);
12611 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12612 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12613 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12614 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12615 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12618 if (r_shownormals.value < 0)
12620 qglBegin(GL_LINES);
12621 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12623 VectorCopy(rsurface.vertex3f + l * 3, v);
12624 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12625 qglVertex3f(v[0], v[1], v[2]);
12626 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12627 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12628 qglVertex3f(v[0], v[1], v[2]);
12633 if (r_shownormals.value > 0)
12635 qglBegin(GL_LINES);
12636 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12638 VectorCopy(rsurface.vertex3f + l * 3, v);
12639 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12640 qglVertex3f(v[0], v[1], v[2]);
12641 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12642 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12643 qglVertex3f(v[0], v[1], v[2]);
12647 qglBegin(GL_LINES);
12648 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12650 VectorCopy(rsurface.vertex3f + l * 3, v);
12651 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12652 qglVertex3f(v[0], v[1], v[2]);
12653 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12654 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12655 qglVertex3f(v[0], v[1], v[2]);
12659 qglBegin(GL_LINES);
12660 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12662 VectorCopy(rsurface.vertex3f + l * 3, v);
12663 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12664 qglVertex3f(v[0], v[1], v[2]);
12665 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12666 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12667 qglVertex3f(v[0], v[1], v[2]);
12674 rsurface.texture = NULL;
12678 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12679 int r_maxsurfacelist = 0;
12680 const msurface_t **r_surfacelist = NULL;
12681 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12683 int i, j, endj, flagsmask;
12684 dp_model_t *model = r_refdef.scene.worldmodel;
12685 msurface_t *surfaces;
12686 unsigned char *update;
12687 int numsurfacelist = 0;
12691 if (r_maxsurfacelist < model->num_surfaces)
12693 r_maxsurfacelist = model->num_surfaces;
12695 Mem_Free((msurface_t**)r_surfacelist);
12696 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12699 RSurf_ActiveWorldEntity();
12701 surfaces = model->data_surfaces;
12702 update = model->brushq1.lightmapupdateflags;
12704 // update light styles on this submodel
12705 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12707 model_brush_lightstyleinfo_t *style;
12708 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12710 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12712 int *list = style->surfacelist;
12713 style->value = r_refdef.scene.lightstylevalue[style->style];
12714 for (j = 0;j < style->numsurfaces;j++)
12715 update[list[j]] = true;
12720 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12724 R_DrawDebugModel();
12725 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12729 rsurface.uselightmaptexture = false;
12730 rsurface.texture = NULL;
12731 rsurface.rtlight = NULL;
12732 numsurfacelist = 0;
12733 // add visible surfaces to draw list
12734 for (i = 0;i < model->nummodelsurfaces;i++)
12736 j = model->sortedmodelsurfaces[i];
12737 if (r_refdef.viewcache.world_surfacevisible[j])
12738 r_surfacelist[numsurfacelist++] = surfaces + j;
12740 // update lightmaps if needed
12741 if (model->brushq1.firstrender)
12743 model->brushq1.firstrender = false;
12744 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12746 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12750 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12751 if (r_refdef.viewcache.world_surfacevisible[j])
12753 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12755 // don't do anything if there were no surfaces
12756 if (!numsurfacelist)
12758 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12761 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12762 GL_AlphaTest(false);
12764 // add to stats if desired
12765 if (r_speeds.integer && !skysurfaces && !depthonly)
12767 r_refdef.stats.world_surfaces += numsurfacelist;
12768 for (j = 0;j < numsurfacelist;j++)
12769 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12772 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12775 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12777 int i, j, endj, flagsmask;
12778 dp_model_t *model = ent->model;
12779 msurface_t *surfaces;
12780 unsigned char *update;
12781 int numsurfacelist = 0;
12785 if (r_maxsurfacelist < model->num_surfaces)
12787 r_maxsurfacelist = model->num_surfaces;
12789 Mem_Free((msurface_t **)r_surfacelist);
12790 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12793 // if the model is static it doesn't matter what value we give for
12794 // wantnormals and wanttangents, so this logic uses only rules applicable
12795 // to a model, knowing that they are meaningless otherwise
12796 if (ent == r_refdef.scene.worldentity)
12797 RSurf_ActiveWorldEntity();
12798 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12799 RSurf_ActiveModelEntity(ent, false, false, false);
12801 RSurf_ActiveModelEntity(ent, true, true, true);
12802 else if (depthonly)
12804 switch (vid.renderpath)
12806 case RENDERPATH_GL20:
12807 case RENDERPATH_CGGL:
12808 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12810 case RENDERPATH_GL13:
12811 case RENDERPATH_GL11:
12812 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12818 switch (vid.renderpath)
12820 case RENDERPATH_GL20:
12821 case RENDERPATH_CGGL:
12822 RSurf_ActiveModelEntity(ent, true, true, false);
12824 case RENDERPATH_GL13:
12825 case RENDERPATH_GL11:
12826 RSurf_ActiveModelEntity(ent, true, false, false);
12831 surfaces = model->data_surfaces;
12832 update = model->brushq1.lightmapupdateflags;
12834 // update light styles
12835 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12837 model_brush_lightstyleinfo_t *style;
12838 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12840 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12842 int *list = style->surfacelist;
12843 style->value = r_refdef.scene.lightstylevalue[style->style];
12844 for (j = 0;j < style->numsurfaces;j++)
12845 update[list[j]] = true;
12850 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12854 R_DrawDebugModel();
12855 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12859 rsurface.uselightmaptexture = false;
12860 rsurface.texture = NULL;
12861 rsurface.rtlight = NULL;
12862 numsurfacelist = 0;
12863 // add visible surfaces to draw list
12864 for (i = 0;i < model->nummodelsurfaces;i++)
12865 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12866 // don't do anything if there were no surfaces
12867 if (!numsurfacelist)
12869 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12872 // update lightmaps if needed
12876 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12881 R_BuildLightMap(ent, surfaces + j);
12886 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12888 R_BuildLightMap(ent, surfaces + j);
12889 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12890 GL_AlphaTest(false);
12892 // add to stats if desired
12893 if (r_speeds.integer && !skysurfaces && !depthonly)
12895 r_refdef.stats.entities_surfaces += numsurfacelist;
12896 for (j = 0;j < numsurfacelist;j++)
12897 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12900 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12903 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12905 static texture_t texture;
12906 static msurface_t surface;
12907 const msurface_t *surfacelist = &surface;
12909 // fake enough texture and surface state to render this geometry
12911 texture.update_lastrenderframe = -1; // regenerate this texture
12912 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12913 texture.currentskinframe = skinframe;
12914 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12915 texture.offsetmapping = OFFSETMAPPING_OFF;
12916 texture.offsetscale = 1;
12917 texture.specularscalemod = 1;
12918 texture.specularpowermod = 1;
12920 surface.texture = &texture;
12921 surface.num_triangles = numtriangles;
12922 surface.num_firsttriangle = firsttriangle;
12923 surface.num_vertices = numvertices;
12924 surface.num_firstvertex = firstvertex;
12927 rsurface.texture = R_GetCurrentTexture(surface.texture);
12928 rsurface.uselightmaptexture = false;
12929 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12932 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12934 static msurface_t surface;
12935 const msurface_t *surfacelist = &surface;
12937 // fake enough texture and surface state to render this geometry
12939 surface.texture = texture;
12940 surface.num_triangles = numtriangles;
12941 surface.num_firsttriangle = firsttriangle;
12942 surface.num_vertices = numvertices;
12943 surface.num_firstvertex = firstvertex;
12946 rsurface.texture = R_GetCurrentTexture(surface.texture);
12947 rsurface.uselightmaptexture = false;
12948 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);