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"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 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)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 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"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 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)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 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"};
77 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"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 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)"};
125 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"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
171 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"};
173 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"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 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"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 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)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 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)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 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);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "/* The engine may define the following macros:\n"
577 "#define VERTEX_SHADER\n"
578 "#define GEOMETRY_SHADER\n"
579 "#define FRAGMENT_SHADER\n"
580 "#define MODE_GENERIC\n"
581 "#define MODE_POSTPROCESS\n"
582 "#define MODE_DEPTH_OR_SHADOW\n"
583 "#define MODE_FLATCOLOR\n"
584 "#define MODE_VERTEXCOLOR\n"
585 "#define MODE_LIGHTMAP\n"
586 "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
587 "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
588 "#define MODE_LIGHTDIRECTION\n"
589 "#define MODE_LIGHTSOURCE\n"
590 "#define MODE_REFRACTION\n"
591 "#define MODE_WATER\n"
592 "#define MODE_SHOWDEPTH\n"
593 "#define MODE_DEFERREDGEOMETRY\n"
594 "#define MODE_DEFERREDLIGHTSOURCE\n"
595 "#define USEDIFFUSE\n"
596 "#define USEVERTEXTEXTUREBLEND\n"
597 "#define USEVIEWTINT\n"
598 "#define USECOLORMAPPING\n"
599 "#define USESATURATION\n"
600 "#define USEFOGINSIDE\n"
601 "#define USEFOGOUTSIDE\n"
602 "#define USEFOGHEIGHTTEXTURE\n"
603 "#define USEGAMMARAMPS\n"
604 "#define USECUBEFILTER\n"
607 "#define USESPECULAR\n"
608 "#define USEPOSTPROCESSING\n"
609 "#define USEEXACTSPECULARMATH\n"
610 "#define USEREFLECTION\n"
611 "#define USEOFFSETMAPPING\n"
612 "#define USEOFFSETMAPPING_RELIEFMAPPING\n"
613 "#define USESHADOWMAPRECT\n"
614 "#define USESHADOWMAPCUBE\n"
615 "#define USESHADOWMAP2D\n"
616 "#define USESHADOWMAPPCF 1\n"
617 "#define USESHADOWMAPPCF 2\n"
618 "#define USESHADOWSAMPLER\n"
619 "#define USESHADOWMAPVSDCT\n"
620 "#define USESHADOWMAPORTHO\n"
621 "#define USEDEFERREDLIGHTMAP\n"
622 "#define USEALPHAKILL\n"
623 "#define USEREFLECTCUBE\n"
625 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
626 "// written by Forest 'LordHavoc' Hale\n"
627 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
629 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
632 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
633 "#define USELIGHTMAP\n"
635 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
636 "#define USEEYEVECTOR\n"
639 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
640 "# extension GL_ARB_texture_rectangle : enable\n"
643 "#ifdef USESHADOWMAP2D\n"
644 "# ifdef GL_EXT_gpu_shader4\n"
645 "# extension GL_EXT_gpu_shader4 : enable\n"
647 "# ifdef GL_ARB_texture_gather\n"
648 "# extension GL_ARB_texture_gather : enable\n"
650 "# ifdef GL_AMD_texture_texture4\n"
651 "# extension GL_AMD_texture_texture4 : enable\n"
656 "#ifdef USESHADOWMAPCUBE\n"
657 "# extension GL_EXT_gpu_shader4 : enable\n"
660 "//#ifdef USESHADOWSAMPLER\n"
661 "//# extension GL_ARB_shadow : enable\n"
664 "//#ifdef __GLSL_CG_DATA_TYPES\n"
665 "//# define myhalf half\n"
666 "//# define myhalf2 half2\n"
667 "//# define myhalf3 half3\n"
668 "//# define myhalf4 half4\n"
670 "# define myhalf float\n"
671 "# define myhalf2 vec2\n"
672 "# define myhalf3 vec3\n"
673 "# define myhalf4 vec4\n"
676 "#ifdef VERTEX_SHADER\n"
677 "uniform mat4 ModelViewProjectionMatrix;\n"
680 "#ifdef MODE_DEPTH_OR_SHADOW\n"
681 "#ifdef VERTEX_SHADER\n"
684 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
687 "#else // !MODE_DEPTH_ORSHADOW\n"
692 "#ifdef MODE_SHOWDEPTH\n"
693 "#ifdef VERTEX_SHADER\n"
696 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
697 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
701 "#ifdef FRAGMENT_SHADER\n"
704 " gl_FragColor = gl_Color;\n"
707 "#else // !MODE_SHOWDEPTH\n"
712 "#ifdef MODE_POSTPROCESS\n"
713 "varying vec2 TexCoord1;\n"
714 "varying vec2 TexCoord2;\n"
716 "#ifdef VERTEX_SHADER\n"
719 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
720 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
722 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
727 "#ifdef FRAGMENT_SHADER\n"
728 "uniform sampler2D Texture_First;\n"
730 "uniform sampler2D Texture_Second;\n"
731 "uniform vec4 BloomColorSubtract;\n"
733 "#ifdef USEGAMMARAMPS\n"
734 "uniform sampler2D Texture_GammaRamps;\n"
736 "#ifdef USESATURATION\n"
737 "uniform float Saturation;\n"
739 "#ifdef USEVIEWTINT\n"
740 "uniform vec4 ViewTintColor;\n"
742 "//uncomment these if you want to use them:\n"
743 "uniform vec4 UserVec1;\n"
744 "uniform vec4 UserVec2;\n"
745 "// uniform vec4 UserVec3;\n"
746 "// uniform vec4 UserVec4;\n"
747 "// uniform float ClientTime;\n"
748 "uniform vec2 PixelSize;\n"
751 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
753 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
755 "#ifdef USEVIEWTINT\n"
756 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
759 "#ifdef USEPOSTPROCESSING\n"
760 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
761 "// 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"
762 " float sobel = 1.0;\n"
763 " // vec2 ts = textureSize(Texture_First, 0);\n"
764 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
765 " vec2 px = PixelSize;\n"
766 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
767 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
768 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
769 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
770 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
771 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
772 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
773 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
774 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
775 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
776 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
777 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
778 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
779 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
780 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
781 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
782 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
783 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
784 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
785 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
786 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
787 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
788 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
789 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
790 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
791 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
792 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
793 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
794 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
795 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
796 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
797 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
800 "#ifdef USESATURATION\n"
801 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
802 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
803 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
804 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
807 "#ifdef USEGAMMARAMPS\n"
808 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
809 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
810 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
814 "#else // !MODE_POSTPROCESS\n"
819 "#ifdef MODE_GENERIC\n"
820 "#ifdef USEDIFFUSE\n"
821 "varying vec2 TexCoord1;\n"
823 "#ifdef USESPECULAR\n"
824 "varying vec2 TexCoord2;\n"
826 "#ifdef VERTEX_SHADER\n"
829 " gl_FrontColor = gl_Color;\n"
830 "#ifdef USEDIFFUSE\n"
831 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
833 "#ifdef USESPECULAR\n"
834 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
836 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
840 "#ifdef FRAGMENT_SHADER\n"
841 "#ifdef USEDIFFUSE\n"
842 "uniform sampler2D Texture_First;\n"
844 "#ifdef USESPECULAR\n"
845 "uniform sampler2D Texture_Second;\n"
850 " gl_FragColor = gl_Color;\n"
851 "#ifdef USEDIFFUSE\n"
852 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
855 "#ifdef USESPECULAR\n"
856 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
857 "# ifdef USECOLORMAPPING\n"
858 " gl_FragColor *= tex2;\n"
861 " gl_FragColor += tex2;\n"
863 "# ifdef USEVERTEXTEXTUREBLEND\n"
864 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
869 "#else // !MODE_GENERIC\n"
874 "#ifdef MODE_BLOOMBLUR\n"
875 "varying TexCoord;\n"
876 "#ifdef VERTEX_SHADER\n"
879 " gl_FrontColor = gl_Color;\n"
880 " TexCoord = gl_MultiTexCoord0.xy;\n"
881 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
885 "#ifdef FRAGMENT_SHADER\n"
886 "uniform sampler2D Texture_First;\n"
887 "uniform vec4 BloomBlur_Parameters;\n"
892 " vec2 tc = TexCoord;\n"
893 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
894 " tc += BloomBlur_Parameters.xy;\n"
895 " for (i = 1;i < SAMPLES;i++)\n"
897 " color += texture2D(Texture_First, tc).rgb;\n"
898 " tc += BloomBlur_Parameters.xy;\n"
900 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
903 "#else // !MODE_BLOOMBLUR\n"
904 "#ifdef MODE_REFRACTION\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec4 ModelViewProjectionPosition;\n"
907 "uniform mat4 TexMatrix;\n"
908 "#ifdef VERTEX_SHADER\n"
912 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
935 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
936 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
937 " // FIXME temporary hack to detect the case that the reflection\n"
938 " // gets blackened at edges due to leaving the area that contains actual\n"
940 " // Remove this 'ack once we have a better way to stop this thing from\n"
942 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
947 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
950 "#else // !MODE_REFRACTION\n"
955 "#ifdef MODE_WATER\n"
956 "varying vec2 TexCoord;\n"
957 "varying vec3 EyeVector;\n"
958 "varying vec4 ModelViewProjectionPosition;\n"
959 "#ifdef VERTEX_SHADER\n"
960 "uniform vec3 EyePosition;\n"
961 "uniform mat4 TexMatrix;\n"
965 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
966 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
967 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
968 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
969 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
970 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
971 " ModelViewProjectionPosition = gl_Position;\n"
975 "#ifdef FRAGMENT_SHADER\n"
976 "uniform sampler2D Texture_Normal;\n"
977 "uniform sampler2D Texture_Refraction;\n"
978 "uniform sampler2D Texture_Reflection;\n"
980 "uniform vec4 DistortScaleRefractReflect;\n"
981 "uniform vec4 ScreenScaleRefractReflect;\n"
982 "uniform vec4 ScreenCenterRefractReflect;\n"
983 "uniform vec4 RefractColor;\n"
984 "uniform vec4 ReflectColor;\n"
985 "uniform float ReflectFactor;\n"
986 "uniform float ReflectOffset;\n"
990 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
991 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
992 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
993 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
994 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
995 " // FIXME temporary hack to detect the case that the reflection\n"
996 " // gets blackened at edges due to leaving the area that contains actual\n"
998 " // Remove this 'ack once we have a better way to stop this thing from\n"
1000 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1001 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1002 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1003 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1004 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1005 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1006 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1007 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1008 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1009 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1010 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1011 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1014 "#else // !MODE_WATER\n"
1019 "// common definitions between vertex shader and fragment shader:\n"
1021 "varying vec2 TexCoord;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "varying vec2 TexCoord2;\n"
1025 "#ifdef USELIGHTMAP\n"
1026 "varying vec2 TexCoordLightmap;\n"
1029 "#ifdef MODE_LIGHTSOURCE\n"
1030 "varying vec3 CubeVector;\n"
1033 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1034 "varying vec3 LightVector;\n"
1037 "#ifdef USEEYEVECTOR\n"
1038 "varying vec3 EyeVector;\n"
1041 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1045 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1046 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1047 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1050 "#ifdef USEREFLECTION\n"
1051 "varying vec4 ModelViewProjectionPosition;\n"
1053 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1054 "uniform vec3 LightPosition;\n"
1055 "varying vec4 ModelViewPosition;\n"
1058 "#ifdef MODE_LIGHTSOURCE\n"
1059 "uniform vec3 LightPosition;\n"
1061 "uniform vec3 EyePosition;\n"
1062 "#ifdef MODE_LIGHTDIRECTION\n"
1063 "uniform vec3 LightDir;\n"
1065 "uniform vec4 FogPlane;\n"
1067 "#ifdef USESHADOWMAPORTHO\n"
1068 "varying vec3 ShadowMapTC;\n"
1075 "// 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"
1077 "// fragment shader specific:\n"
1078 "#ifdef FRAGMENT_SHADER\n"
1080 "uniform sampler2D Texture_Normal;\n"
1081 "uniform sampler2D Texture_Color;\n"
1082 "uniform sampler2D Texture_Gloss;\n"
1084 "uniform sampler2D Texture_Glow;\n"
1086 "#ifdef USEVERTEXTEXTUREBLEND\n"
1087 "uniform sampler2D Texture_SecondaryNormal;\n"
1088 "uniform sampler2D Texture_SecondaryColor;\n"
1089 "uniform sampler2D Texture_SecondaryGloss;\n"
1091 "uniform sampler2D Texture_SecondaryGlow;\n"
1094 "#ifdef USECOLORMAPPING\n"
1095 "uniform sampler2D Texture_Pants;\n"
1096 "uniform sampler2D Texture_Shirt;\n"
1099 "#ifdef USEFOGHEIGHTTEXTURE\n"
1100 "uniform sampler2D Texture_FogHeightTexture;\n"
1102 "uniform sampler2D Texture_FogMask;\n"
1104 "#ifdef USELIGHTMAP\n"
1105 "uniform sampler2D Texture_Lightmap;\n"
1107 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1108 "uniform sampler2D Texture_Deluxemap;\n"
1110 "#ifdef USEREFLECTION\n"
1111 "uniform sampler2D Texture_Reflection;\n"
1114 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1115 "uniform sampler2D Texture_ScreenDepth;\n"
1116 "uniform sampler2D Texture_ScreenNormalMap;\n"
1118 "#ifdef USEDEFERREDLIGHTMAP\n"
1119 "uniform sampler2D Texture_ScreenDiffuse;\n"
1120 "uniform sampler2D Texture_ScreenSpecular;\n"
1123 "uniform myhalf3 Color_Pants;\n"
1124 "uniform myhalf3 Color_Shirt;\n"
1125 "uniform myhalf3 FogColor;\n"
1128 "uniform float FogRangeRecip;\n"
1129 "uniform float FogPlaneViewDist;\n"
1130 "uniform float FogHeightFade;\n"
1131 "vec3 FogVertex(vec3 surfacecolor)\n"
1133 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1134 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1136 "#ifdef USEFOGHEIGHTTEXTURE\n"
1137 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1138 " fogfrac = fogheightpixel.a;\n"
1139 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1141 "# ifdef USEFOGOUTSIDE\n"
1142 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1144 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1146 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1151 "#ifdef USEOFFSETMAPPING\n"
1152 "uniform float OffsetMapping_Scale;\n"
1153 "vec2 OffsetMapping(vec2 TexCoord)\n"
1155 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1156 " // 14 sample relief mapping: linear search and then binary search\n"
1157 " // this basically steps forward a small amount repeatedly until it finds\n"
1158 " // itself inside solid, then jitters forward and back using decreasing\n"
1159 " // amounts to find the impact\n"
1160 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1161 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1162 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1163 " vec3 RT = vec3(TexCoord, 1);\n"
1164 " OffsetVector *= 0.1;\n"
1165 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1166 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1167 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1168 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1169 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1170 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1171 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1172 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1173 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1174 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1175 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1176 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1177 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1178 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1181 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1182 " // this basically moves forward the full distance, and then backs up based\n"
1183 " // on height of samples\n"
1184 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1185 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1186 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1187 " TexCoord += OffsetVector;\n"
1188 " OffsetVector *= 0.333;\n"
1189 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1190 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1191 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1192 " return TexCoord;\n"
1195 "#endif // USEOFFSETMAPPING\n"
1197 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1198 "uniform sampler2D Texture_Attenuation;\n"
1199 "uniform samplerCube Texture_Cube;\n"
1202 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1204 "#ifdef USESHADOWMAPRECT\n"
1205 "# ifdef USESHADOWSAMPLER\n"
1206 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1208 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1212 "#ifdef USESHADOWMAP2D\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1214 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1216 "uniform sampler2D Texture_ShadowMap2D;\n"
1220 "#ifdef USESHADOWMAPVSDCT\n"
1221 "uniform samplerCube Texture_CubeProjection;\n"
1224 "#ifdef USESHADOWMAPCUBE\n"
1225 "# ifdef USESHADOWSAMPLER\n"
1226 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1228 "uniform samplerCube Texture_ShadowMapCube;\n"
1232 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1233 "uniform vec2 ShadowMap_TextureScale;\n"
1234 "uniform vec4 ShadowMap_Parameters;\n"
1237 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1238 "# ifdef USESHADOWMAPORTHO\n"
1239 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1241 "# ifdef USESHADOWMAPVSDCT\n"
1242 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1244 " vec3 adir = abs(dir);\n"
1245 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1246 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1247 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1250 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1252 " vec3 adir = abs(dir);\n"
1253 " float ma = adir.z;\n"
1254 " vec4 proj = vec4(dir, 2.5);\n"
1255 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1256 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1257 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1258 " 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"
1262 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1264 "#ifdef USESHADOWMAPCUBE\n"
1265 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1267 " vec3 adir = abs(dir);\n"
1268 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1272 "# ifdef USESHADOWMAPRECT\n"
1273 "float ShadowMapCompare(vec3 dir)\n"
1275 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1277 "# ifdef USESHADOWSAMPLER\n"
1279 "# ifdef USESHADOWMAPPCF\n"
1280 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1281 " 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"
1283 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1288 "# ifdef USESHADOWMAPPCF\n"
1289 "# if USESHADOWMAPPCF > 1\n"
1290 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1291 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1292 " 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"
1293 " 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"
1294 " 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"
1295 " 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"
1296 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1297 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1299 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1300 " vec2 offset = fract(shadowmaptc.xy);\n"
1301 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1302 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1303 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1304 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1305 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1308 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1312 "# ifdef USESHADOWMAPORTHO\n"
1313 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1320 "# ifdef USESHADOWMAP2D\n"
1321 "float ShadowMapCompare(vec3 dir)\n"
1323 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1326 "# ifdef USESHADOWSAMPLER\n"
1327 "# ifdef USESHADOWMAPPCF\n"
1328 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1329 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1330 " 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"
1332 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1335 "# ifdef USESHADOWMAPPCF\n"
1336 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1337 "# ifdef GL_ARB_texture_gather\n"
1338 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1340 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1342 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1343 "# if USESHADOWMAPPCF > 1\n"
1344 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1345 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1346 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1347 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1348 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1349 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1350 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1351 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1352 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1353 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1354 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1355 " locols.yz += group2.ab;\n"
1356 " hicols.yz += group8.rg;\n"
1357 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1358 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1359 " mix(locols, hicols, offset.y);\n"
1360 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1361 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1362 " f = dot(cols, vec4(1.0/25.0));\n"
1364 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1365 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1366 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1367 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1368 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1369 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1370 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1373 "# ifdef GL_EXT_gpu_shader4\n"
1374 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1376 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1378 "# if USESHADOWMAPPCF > 1\n"
1379 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1380 " center *= ShadowMap_TextureScale;\n"
1381 " 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"
1382 " 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"
1383 " 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"
1384 " 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"
1385 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1386 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1388 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1389 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1390 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1391 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1392 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1393 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1397 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1400 "# ifdef USESHADOWMAPORTHO\n"
1401 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1408 "# ifdef USESHADOWMAPCUBE\n"
1409 "float ShadowMapCompare(vec3 dir)\n"
1411 " // apply depth texture cubemap as light filter\n"
1412 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1414 "# ifdef USESHADOWSAMPLER\n"
1415 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1417 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1422 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1423 "#endif // FRAGMENT_SHADER\n"
1428 "#ifdef MODE_DEFERREDGEOMETRY\n"
1429 "#ifdef VERTEX_SHADER\n"
1430 "uniform mat4 TexMatrix;\n"
1431 "#ifdef USEVERTEXTEXTUREBLEND\n"
1432 "uniform mat4 BackgroundTexMatrix;\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1438 "#ifdef USEVERTEXTEXTUREBLEND\n"
1439 " gl_FrontColor = gl_Color;\n"
1440 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1443 " // transform unnormalized eye direction into tangent space\n"
1444 "#ifdef USEOFFSETMAPPING\n"
1445 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1446 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1447 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1448 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1451 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1452 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1453 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1454 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1456 "#endif // VERTEX_SHADER\n"
1458 "#ifdef FRAGMENT_SHADER\n"
1461 "#ifdef USEOFFSETMAPPING\n"
1462 " // apply offsetmapping\n"
1463 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1464 "#define TexCoord TexCoordOffset\n"
1467 "#ifdef USEALPHAKILL\n"
1468 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1472 "#ifdef USEVERTEXTEXTUREBLEND\n"
1473 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1474 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1475 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1476 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1479 "#ifdef USEVERTEXTEXTUREBLEND\n"
1480 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1481 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1483 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1484 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1487 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1489 "#endif // FRAGMENT_SHADER\n"
1490 "#else // !MODE_DEFERREDGEOMETRY\n"
1495 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1496 "#ifdef VERTEX_SHADER\n"
1497 "uniform mat4 ModelViewMatrix;\n"
1500 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1501 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1503 "#endif // VERTEX_SHADER\n"
1505 "#ifdef FRAGMENT_SHADER\n"
1506 "uniform mat4 ViewToLight;\n"
1507 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1508 "uniform vec2 ScreenToDepth;\n"
1509 "uniform myhalf3 DeferredColor_Ambient;\n"
1510 "uniform myhalf3 DeferredColor_Diffuse;\n"
1511 "#ifdef USESPECULAR\n"
1512 "uniform myhalf3 DeferredColor_Specular;\n"
1513 "uniform myhalf SpecularPower;\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1518 " // calculate viewspace pixel position\n"
1519 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1521 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1522 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1523 " // decode viewspace pixel normal\n"
1524 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1525 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1526 " // surfacenormal = pixel normal in viewspace\n"
1527 " // LightVector = pixel to light in viewspace\n"
1528 " // CubeVector = position in lightspace\n"
1529 " // eyevector = pixel to view in viewspace\n"
1530 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1531 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1532 "#ifdef USEDIFFUSE\n"
1533 " // calculate diffuse shading\n"
1534 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1535 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1537 "#ifdef USESPECULAR\n"
1538 " // calculate directional shading\n"
1539 " vec3 eyevector = position * -1.0;\n"
1540 "# ifdef USEEXACTSPECULARMATH\n"
1541 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1543 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1544 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1548 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1549 " fade *= ShadowMapCompare(CubeVector);\n"
1552 "#ifdef USEDIFFUSE\n"
1553 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1555 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1557 "#ifdef USESPECULAR\n"
1558 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1560 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1563 "# ifdef USECUBEFILTER\n"
1564 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1565 " gl_FragData[0].rgb *= cubecolor;\n"
1566 " gl_FragData[1].rgb *= cubecolor;\n"
1569 "#endif // FRAGMENT_SHADER\n"
1570 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1575 "#ifdef VERTEX_SHADER\n"
1576 "uniform mat4 TexMatrix;\n"
1577 "#ifdef USEVERTEXTEXTUREBLEND\n"
1578 "uniform mat4 BackgroundTexMatrix;\n"
1580 "#ifdef MODE_LIGHTSOURCE\n"
1581 "uniform mat4 ModelToLight;\n"
1583 "#ifdef USESHADOWMAPORTHO\n"
1584 "uniform mat4 ShadowMapMatrix;\n"
1588 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1589 " gl_FrontColor = gl_Color;\n"
1591 " // copy the surface texcoord\n"
1592 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1593 "#ifdef USEVERTEXTEXTUREBLEND\n"
1594 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1596 "#ifdef USELIGHTMAP\n"
1597 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1600 "#ifdef MODE_LIGHTSOURCE\n"
1601 " // transform vertex position into light attenuation/cubemap space\n"
1602 " // (-1 to +1 across the light box)\n"
1603 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1605 "# ifdef USEDIFFUSE\n"
1606 " // transform unnormalized light direction into tangent space\n"
1607 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1608 " // normalize it per pixel)\n"
1609 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1610 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1611 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1612 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1616 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1617 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1618 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1619 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1622 " // transform unnormalized eye direction into tangent space\n"
1623 "#ifdef USEEYEVECTOR\n"
1624 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1625 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1626 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1627 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1631 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1632 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1635 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1636 " VectorS = gl_MultiTexCoord1.xyz;\n"
1637 " VectorT = gl_MultiTexCoord2.xyz;\n"
1638 " VectorR = gl_MultiTexCoord3.xyz;\n"
1641 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1642 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1644 "#ifdef USESHADOWMAPORTHO\n"
1645 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1648 "#ifdef USEREFLECTION\n"
1649 " ModelViewProjectionPosition = gl_Position;\n"
1652 "#endif // VERTEX_SHADER\n"
1657 "#ifdef FRAGMENT_SHADER\n"
1658 "#ifdef USEDEFERREDLIGHTMAP\n"
1659 "uniform myhalf2 PixelToScreenTexCoord;\n"
1660 "uniform myhalf3 DeferredMod_Diffuse;\n"
1661 "uniform myhalf3 DeferredMod_Specular;\n"
1663 "uniform myhalf3 Color_Ambient;\n"
1664 "uniform myhalf3 Color_Diffuse;\n"
1665 "uniform myhalf3 Color_Specular;\n"
1666 "uniform myhalf SpecularPower;\n"
1668 "uniform myhalf3 Color_Glow;\n"
1670 "uniform myhalf Alpha;\n"
1671 "#ifdef USEREFLECTION\n"
1672 "uniform vec4 DistortScaleRefractReflect;\n"
1673 "uniform vec4 ScreenScaleRefractReflect;\n"
1674 "uniform vec4 ScreenCenterRefractReflect;\n"
1675 "uniform myhalf4 ReflectColor;\n"
1677 "#ifdef USEREFLECTCUBE\n"
1678 "uniform mat4 ModelToReflectCube;\n"
1679 "uniform sampler2D Texture_ReflectMask;\n"
1680 "uniform samplerCube Texture_ReflectCube;\n"
1682 "#ifdef MODE_LIGHTDIRECTION\n"
1683 "uniform myhalf3 LightColor;\n"
1685 "#ifdef MODE_LIGHTSOURCE\n"
1686 "uniform myhalf3 LightColor;\n"
1690 "#ifdef USEOFFSETMAPPING\n"
1691 " // apply offsetmapping\n"
1692 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1693 "#define TexCoord TexCoordOffset\n"
1696 " // combine the diffuse textures (base, pants, shirt)\n"
1697 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1698 "#ifdef USEALPHAKILL\n"
1699 " if (color.a < 0.5)\n"
1702 " color.a *= Alpha;\n"
1703 "#ifdef USECOLORMAPPING\n"
1704 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1706 "#ifdef USEVERTEXTEXTUREBLEND\n"
1707 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1708 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1709 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1710 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1712 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1715 " // get the surface normal\n"
1716 "#ifdef USEVERTEXTEXTUREBLEND\n"
1717 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1719 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1722 " // get the material colors\n"
1723 " myhalf3 diffusetex = color.rgb;\n"
1724 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1725 "# ifdef USEVERTEXTEXTUREBLEND\n"
1726 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1728 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1732 "#ifdef USEREFLECTCUBE\n"
1733 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1734 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1735 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1736 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1742 "#ifdef MODE_LIGHTSOURCE\n"
1743 " // light source\n"
1744 "#ifdef USEDIFFUSE\n"
1745 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1746 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1747 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1748 "#ifdef USESPECULAR\n"
1749 "#ifdef USEEXACTSPECULARMATH\n"
1750 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1752 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1753 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1755 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1758 " color.rgb = diffusetex * Color_Ambient;\n"
1760 " color.rgb *= LightColor;\n"
1761 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1762 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1763 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1765 "# ifdef USECUBEFILTER\n"
1766 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1768 "#endif // MODE_LIGHTSOURCE\n"
1773 "#ifdef MODE_LIGHTDIRECTION\n"
1775 "#ifdef USEDIFFUSE\n"
1776 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1778 "#define lightcolor LightColor\n"
1779 "#endif // MODE_LIGHTDIRECTION\n"
1780 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1782 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1783 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1784 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1785 " // convert modelspace light vector to tangentspace\n"
1786 " myhalf3 lightnormal;\n"
1787 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1788 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1789 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1790 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1791 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1792 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1793 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1794 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1795 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1796 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1797 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1798 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1799 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1800 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1801 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1803 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1804 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1805 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1811 "#ifdef MODE_LIGHTMAP\n"
1812 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1813 "#endif // MODE_LIGHTMAP\n"
1814 "#ifdef MODE_VERTEXCOLOR\n"
1815 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1816 "#endif // MODE_VERTEXCOLOR\n"
1817 "#ifdef MODE_FLATCOLOR\n"
1818 " color.rgb = diffusetex * Color_Ambient;\n"
1819 "#endif // MODE_FLATCOLOR\n"
1825 "# ifdef USEDIFFUSE\n"
1826 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1827 "# ifdef USESPECULAR\n"
1828 "# ifdef USEEXACTSPECULARMATH\n"
1829 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1831 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1832 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1834 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1836 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1839 " color.rgb = diffusetex * Color_Ambient;\n"
1843 "#ifdef USESHADOWMAPORTHO\n"
1844 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1847 "#ifdef USEDEFERREDLIGHTMAP\n"
1848 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1849 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1850 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1854 "#ifdef USEVERTEXTEXTUREBLEND\n"
1855 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1857 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1862 " color.rgb = FogVertex(color.rgb);\n"
1865 " // 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"
1866 "#ifdef USEREFLECTION\n"
1867 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1868 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1869 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1870 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1871 " // FIXME temporary hack to detect the case that the reflection\n"
1872 " // gets blackened at edges due to leaving the area that contains actual\n"
1874 " // Remove this 'ack once we have a better way to stop this thing from\n"
1876 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1877 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1878 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1879 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1880 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1881 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1884 " gl_FragColor = vec4(color);\n"
1886 "#endif // FRAGMENT_SHADER\n"
1888 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1889 "#endif // !MODE_DEFERREDGEOMETRY\n"
1890 "#endif // !MODE_WATER\n"
1891 "#endif // !MODE_REFRACTION\n"
1892 "#endif // !MODE_BLOOMBLUR\n"
1893 "#endif // !MODE_GENERIC\n"
1894 "#endif // !MODE_POSTPROCESS\n"
1895 "#endif // !MODE_SHOWDEPTH\n"
1896 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1900 =========================================================================================================================================================
1904 =========================================================================================================================================================
1908 =========================================================================================================================================================
1912 =========================================================================================================================================================
1916 =========================================================================================================================================================
1920 =========================================================================================================================================================
1924 =========================================================================================================================================================
1927 const char *builtincgshaderstring =
1928 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1929 "// written by Forest 'LordHavoc' Hale\n"
1930 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1932 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1933 "#if defined(USEREFLECTION)\n"
1934 "#undef USESHADOWMAPORTHO\n"
1937 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1940 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1941 "#define USELIGHTMAP\n"
1943 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1944 "#define USEEYEVECTOR\n"
1947 "#ifdef FRAGMENT_SHADER\n"
1949 "//#undef USESHADOWMAPPCF\n"
1950 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1951 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1953 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1957 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1958 "#ifdef VERTEX_SHADER\n"
1961 "float4 gl_Vertex : POSITION,\n"
1962 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1963 "out float4 gl_Position : POSITION,\n"
1964 "out float Depth : TEXCOORD0\n"
1967 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1968 " Depth = gl_Position.z;\n"
1972 "#ifdef FRAGMENT_SHADER\n"
1975 "float Depth : TEXCOORD0,\n"
1976 "out float4 gl_FragColor : COLOR\n"
1979 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1980 " float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1981 " temp.yz -= floor(temp.yz);\n"
1982 " gl_FragColor = float4(temp,0);\n"
1983 "// gl_FragColor = float4(Depth,0,0,0);\n"
1986 "#else // !MODE_DEPTH_ORSHADOW\n"
1991 "#ifdef MODE_SHOWDEPTH\n"
1992 "#ifdef VERTEX_SHADER\n"
1995 "float4 gl_Vertex : POSITION,\n"
1996 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1997 "out float4 gl_Position : POSITION,\n"
1998 "out float4 gl_FrontColor : COLOR0\n"
2001 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2002 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
2006 "#ifdef FRAGMENT_SHADER\n"
2009 "float4 gl_FrontColor : COLOR0,\n"
2010 "out float4 gl_FragColor : COLOR\n"
2013 " gl_FragColor = gl_FrontColor;\n"
2016 "#else // !MODE_SHOWDEPTH\n"
2021 "#ifdef MODE_POSTPROCESS\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2035 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2036 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
2043 "#ifdef FRAGMENT_SHADER\n"
2046 "float2 TexCoord1 : TEXCOORD0,\n"
2047 "float2 TexCoord2 : TEXCOORD1,\n"
2048 "uniform sampler Texture_First : register(s0),\n"
2050 "uniform sampler Texture_Second : register(s1),\n"
2052 "#ifdef USEGAMMARAMPS\n"
2053 "uniform sampler Texture_GammaRamps : register(s2),\n"
2055 "#ifdef USESATURATION\n"
2056 "uniform float Saturation : register(c30),\n"
2058 "#ifdef USEVIEWTINT\n"
2059 "uniform float4 ViewTintColor : register(c41),\n"
2061 "uniform float4 UserVec1 : register(c37),\n"
2062 "uniform float4 UserVec2 : register(c38),\n"
2063 "uniform float4 UserVec3 : register(c39),\n"
2064 "uniform float4 UserVec4 : register(c40),\n"
2065 "uniform float ClientTime : register(c2),\n"
2066 "uniform float2 PixelSize : register(c25),\n"
2067 "uniform float4 BloomColorSubtract : register(c43),\n"
2068 "out float4 gl_FragColor : COLOR\n"
2071 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2073 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2075 "#ifdef USEVIEWTINT\n"
2076 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2079 "#ifdef USEPOSTPROCESSING\n"
2080 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2081 "// 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"
2082 " float sobel = 1.0;\n"
2083 " // float2 ts = textureSize(Texture_First, 0);\n"
2084 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
2085 " float2 px = PixelSize;\n"
2086 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2087 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
2088 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2089 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2090 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
2091 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2092 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2093 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
2094 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2095 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2096 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
2097 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2098 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2099 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2100 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2101 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2102 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2103 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2104 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2105 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2106 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2107 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2108 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2109 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2110 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2111 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2112 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2113 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2114 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2115 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2116 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2117 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2120 "#ifdef USESATURATION\n"
2121 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2122 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2123 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2124 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2127 "#ifdef USEGAMMARAMPS\n"
2128 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2129 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2130 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2134 "#else // !MODE_POSTPROCESS\n"
2139 "#ifdef MODE_GENERIC\n"
2140 "#ifdef VERTEX_SHADER\n"
2143 "float4 gl_Vertex : POSITION,\n"
2144 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2145 "float4 gl_Color : COLOR0,\n"
2146 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2147 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2148 "out float4 gl_Position : POSITION,\n"
2149 "out float4 gl_FrontColor : COLOR,\n"
2150 "out float2 TexCoord1 : TEXCOORD0,\n"
2151 "out float2 TexCoord2 : TEXCOORD1\n"
2155 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2157 " gl_FrontColor = gl_Color; // Cg is forward\n"
2159 "#ifdef USEDIFFUSE\n"
2160 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2162 "#ifdef USESPECULAR\n"
2163 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2165 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2169 "#ifdef FRAGMENT_SHADER\n"
2173 "float4 gl_FrontColor : COLOR0,\n"
2174 "float2 TexCoord1 : TEXCOORD0,\n"
2175 "float2 TexCoord2 : TEXCOORD1,\n"
2176 "#ifdef USEDIFFUSE\n"
2177 "uniform sampler Texture_First : register(s0),\n"
2179 "#ifdef USESPECULAR\n"
2180 "uniform sampler Texture_Second : register(s1),\n"
2182 "out float4 gl_FragColor : COLOR\n"
2185 " gl_FragColor = gl_FrontColor;\n"
2186 "#ifdef USEDIFFUSE\n"
2187 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2190 "#ifdef USESPECULAR\n"
2191 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2192 "# ifdef USECOLORMAPPING\n"
2193 " gl_FragColor *= tex2;\n"
2196 " gl_FragColor += tex2;\n"
2198 "# ifdef USEVERTEXTEXTUREBLEND\n"
2199 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2204 "#else // !MODE_GENERIC\n"
2209 "#ifdef MODE_BLOOMBLUR\n"
2210 "#ifdef VERTEX_SHADER\n"
2213 "float4 gl_Vertex : POSITION,\n"
2214 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2215 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2216 "out float4 gl_Position : POSITION,\n"
2217 "out float2 TexCoord : TEXCOORD0\n"
2220 " TexCoord = gl_MultiTexCoord0.xy;\n"
2221 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2225 "#ifdef FRAGMENT_SHADER\n"
2229 "float2 TexCoord : TEXCOORD0,\n"
2230 "uniform sampler Texture_First : register(s0),\n"
2231 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2232 "out float4 gl_FragColor : COLOR\n"
2236 " float2 tc = TexCoord;\n"
2237 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2238 " tc += BloomBlur_Parameters.xy;\n"
2239 " for (i = 1;i < SAMPLES;i++)\n"
2241 " color += tex2D(Texture_First, tc).rgb;\n"
2242 " tc += BloomBlur_Parameters.xy;\n"
2244 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2247 "#else // !MODE_BLOOMBLUR\n"
2248 "#ifdef MODE_REFRACTION\n"
2249 "#ifdef VERTEX_SHADER\n"
2252 "float4 gl_Vertex : POSITION,\n"
2253 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2254 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2255 "uniform float4x4 TexMatrix : register(c0),\n"
2256 "uniform float3 EyePosition : register(c24),\n"
2257 "out float4 gl_Position : POSITION,\n"
2258 "out float2 TexCoord : TEXCOORD0,\n"
2259 "out float3 EyeVector : TEXCOORD1,\n"
2260 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2263 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2264 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2265 " ModelViewProjectionPosition = gl_Position;\n"
2269 "#ifdef FRAGMENT_SHADER\n"
2272 "float2 TexCoord : TEXCOORD0,\n"
2273 "float3 EyeVector : TEXCOORD1,\n"
2274 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2275 "uniform sampler Texture_Normal : register(s0),\n"
2276 "uniform sampler Texture_Refraction : register(s3),\n"
2277 "uniform sampler Texture_Reflection : register(s7),\n"
2278 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2279 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2280 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2281 "uniform float4 RefractColor : register(c29),\n"
2282 "out float4 gl_FragColor : COLOR\n"
2285 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2286 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2287 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2288 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2289 " // FIXME temporary hack to detect the case that the reflection\n"
2290 " // gets blackened at edges due to leaving the area that contains actual\n"
2292 " // Remove this 'ack once we have a better way to stop this thing from\n"
2294 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2295 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2296 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2297 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2298 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2299 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2302 "#else // !MODE_REFRACTION\n"
2307 "#ifdef MODE_WATER\n"
2308 "#ifdef VERTEX_SHADER\n"
2312 "float4 gl_Vertex : POSITION,\n"
2313 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2314 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2315 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2316 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2317 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2318 "uniform float4x4 TexMatrix : register(c0),\n"
2319 "uniform float3 EyePosition : register(c24),\n"
2320 "out float4 gl_Position : POSITION,\n"
2321 "out float2 TexCoord : TEXCOORD0,\n"
2322 "out float3 EyeVector : TEXCOORD1,\n"
2323 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2326 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2327 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2328 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2329 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2330 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2331 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2332 " ModelViewProjectionPosition = gl_Position;\n"
2336 "#ifdef FRAGMENT_SHADER\n"
2339 "float2 TexCoord : TEXCOORD0,\n"
2340 "float3 EyeVector : TEXCOORD1,\n"
2341 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2342 "uniform sampler Texture_Normal : register(s0),\n"
2343 "uniform sampler Texture_Refraction : register(s3),\n"
2344 "uniform sampler Texture_Reflection : register(s7),\n"
2345 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2346 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2347 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2348 "uniform float4 RefractColor : register(c29),\n"
2349 "uniform float4 ReflectColor : register(c26),\n"
2350 "uniform float ReflectFactor : register(c27),\n"
2351 "uniform float ReflectOffset : register(c28),\n"
2352 "out float4 gl_FragColor : COLOR\n"
2355 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2356 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2357 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2358 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2359 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
2360 " // FIXME temporary hack to detect the case that the reflection\n"
2361 " // gets blackened at edges due to leaving the area that contains actual\n"
2363 " // Remove this 'ack once we have a better way to stop this thing from\n"
2365 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2366 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2367 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2368 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2369 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2370 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2371 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2372 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2373 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2374 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2375 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2376 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2379 "#else // !MODE_WATER\n"
2384 "// 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"
2386 "// fragment shader specific:\n"
2387 "#ifdef FRAGMENT_SHADER\n"
2390 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2393 "#ifdef USEFOGHEIGHTTEXTURE\n"
2394 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2395 " fogfrac = fogheightpixel.a;\n"
2396 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2398 "# ifdef USEFOGOUTSIDE\n"
2399 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2401 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2403 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2408 "#ifdef USEOFFSETMAPPING\n"
2409 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2411 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2412 " // 14 sample relief mapping: linear search and then binary search\n"
2413 " // this basically steps forward a small amount repeatedly until it finds\n"
2414 " // itself inside solid, then jitters forward and back using decreasing\n"
2415 " // amounts to find the impact\n"
2416 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2417 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2418 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2419 " float3 RT = float3(TexCoord, 1);\n"
2420 " OffsetVector *= 0.1;\n"
2421 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2422 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2423 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2424 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2425 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2426 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2427 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2428 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2429 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2430 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2431 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2432 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2433 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2434 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2437 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2438 " // this basically moves forward the full distance, and then backs up based\n"
2439 " // on height of samples\n"
2440 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2441 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2442 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2443 " TexCoord += OffsetVector;\n"
2444 " OffsetVector *= 0.333;\n"
2445 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2446 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2447 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2448 " return TexCoord;\n"
2451 "#endif // USEOFFSETMAPPING\n"
2453 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2454 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2455 "# ifdef USESHADOWMAPORTHO\n"
2456 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2458 "# ifdef USESHADOWMAPVSDCT\n"
2459 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2461 " float3 adir = abs(dir);\n"
2462 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2463 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2464 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2467 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2469 " float3 adir = abs(dir);\n"
2470 " float ma = adir.z;\n"
2471 " float4 proj = float4(dir, 2.5);\n"
2472 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2473 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2475 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2477 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2478 " 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"
2483 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2485 "#ifdef USESHADOWMAPCUBE\n"
2486 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2488 " float3 adir = abs(dir);\n"
2489 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2493 "# ifdef USESHADOWMAPRECT\n"
2494 "#ifdef USESHADOWMAPVSDCT\n"
2495 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2497 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2500 "#ifdef USESHADOWMAPVSDCT\n"
2501 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2503 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2506 "# ifdef USESHADOWSAMPLER\n"
2508 "# ifdef USESHADOWMAPPCF\n"
2509 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2510 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2512 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2517 "# ifdef USESHADOWMAPPCF\n"
2518 "# if USESHADOWMAPPCF > 1\n"
2519 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2520 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2521 " 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"
2522 " 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"
2523 " 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"
2524 " 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"
2525 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2526 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2528 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2529 " float2 offset = frac(shadowmaptc.xy);\n"
2530 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2531 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2532 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2533 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2534 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2537 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2541 "# ifdef USESHADOWMAPORTHO\n"
2542 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2549 "# ifdef USESHADOWMAP2D\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2553 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2556 "#ifdef USESHADOWMAPVSDCT\n"
2557 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2559 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2563 "# ifdef USESHADOWSAMPLER\n"
2564 "# ifdef USESHADOWMAPPCF\n"
2565 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2566 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2567 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2569 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2572 "# ifdef USESHADOWMAPPCF\n"
2573 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2574 "# ifdef GL_ARB_texture_gather\n"
2575 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2577 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2579 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2580 "# if USESHADOWMAPPCF > 1\n"
2581 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2582 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2583 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2584 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2585 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2586 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2587 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2588 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2589 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2590 " float4 locols = float4(group1.ab, group3.ab);\n"
2591 " float4 hicols = float4(group7.rg, group9.rg);\n"
2592 " locols.yz += group2.ab;\n"
2593 " hicols.yz += group8.rg;\n"
2594 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2595 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2596 " lerp(locols, hicols, offset.y);\n"
2597 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2598 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2599 " f = dot(cols, float4(1.0/25.0));\n"
2601 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2602 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2603 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2604 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2605 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2606 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2607 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2610 "# ifdef GL_EXT_gpu_shader4\n"
2611 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2613 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2615 "# if USESHADOWMAPPCF > 1\n"
2616 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2617 " center *= ShadowMap_TextureScale;\n"
2618 " 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"
2619 " 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"
2620 " 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"
2621 " 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"
2622 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2623 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2625 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2626 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2627 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2628 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2629 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2630 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2634 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2637 "# ifdef USESHADOWMAPORTHO\n"
2638 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2645 "# ifdef USESHADOWMAPCUBE\n"
2646 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2648 " // apply depth texture cubemap as light filter\n"
2649 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2651 "# ifdef USESHADOWSAMPLER\n"
2652 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2654 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2659 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2660 "#endif // FRAGMENT_SHADER\n"
2665 "#ifdef MODE_DEFERREDGEOMETRY\n"
2666 "#ifdef VERTEX_SHADER\n"
2669 "float4 gl_Vertex : POSITION,\n"
2670 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2671 "#ifdef USEVERTEXTEXTUREBLEND\n"
2672 "float4 gl_Color : COLOR0,\n"
2674 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2675 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2676 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2677 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2678 "uniform float4x4 TexMatrix : register(c0),\n"
2679 "#ifdef USEVERTEXTEXTUREBLEND\n"
2680 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2682 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2683 "#ifdef USEOFFSETMAPPING\n"
2684 "uniform float3 EyePosition : register(c24),\n"
2686 "out float4 gl_Position : POSITION,\n"
2687 "out float4 gl_FrontColor : COLOR,\n"
2688 "out float4 TexCoordBoth : TEXCOORD0,\n"
2689 "#ifdef USEOFFSETMAPPING\n"
2690 "out float3 EyeVector : TEXCOORD2,\n"
2692 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2693 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2694 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2697 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2698 "#ifdef USEVERTEXTEXTUREBLEND\n"
2700 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2702 " gl_FrontColor = gl_Color; // Cg is forward\n"
2704 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2707 " // transform unnormalized eye direction into tangent space\n"
2708 "#ifdef USEOFFSETMAPPING\n"
2709 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2710 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2711 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2712 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2715 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2716 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2717 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2718 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2720 "#endif // VERTEX_SHADER\n"
2722 "#ifdef FRAGMENT_SHADER\n"
2725 "float4 TexCoordBoth : TEXCOORD0,\n"
2726 "float3 EyeVector : TEXCOORD2,\n"
2727 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2728 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2729 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2730 "uniform sampler Texture_Normal : register(s0),\n"
2731 "#ifdef USEALPHAKILL\n"
2732 "uniform sampler Texture_Color : register(s1),\n"
2734 "uniform sampler Texture_Gloss : register(s2),\n"
2735 "#ifdef USEVERTEXTEXTUREBLEND\n"
2736 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2737 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2739 "#ifdef USEOFFSETMAPPING\n"
2740 "uniform float OffsetMapping_Scale : register(c24),\n"
2742 "uniform half SpecularPower : register(c36),\n"
2743 "out float4 gl_FragColor : COLOR\n"
2746 " float2 TexCoord = TexCoordBoth.xy;\n"
2747 "#ifdef USEOFFSETMAPPING\n"
2748 " // apply offsetmapping\n"
2749 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2750 "#define TexCoord TexCoordOffset\n"
2753 "#ifdef USEALPHAKILL\n"
2754 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2758 "#ifdef USEVERTEXTEXTUREBLEND\n"
2759 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2760 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2761 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2762 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2765 "#ifdef USEVERTEXTEXTUREBLEND\n"
2766 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2767 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2769 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2770 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2773 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2775 "#endif // FRAGMENT_SHADER\n"
2776 "#else // !MODE_DEFERREDGEOMETRY\n"
2781 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2782 "#ifdef VERTEX_SHADER\n"
2785 "float4 gl_Vertex : POSITION,\n"
2786 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2787 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2788 "out float4 gl_Position : POSITION,\n"
2789 "out float4 ModelViewPosition : TEXCOORD0\n"
2792 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2793 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2795 "#endif // VERTEX_SHADER\n"
2797 "#ifdef FRAGMENT_SHADER\n"
2801 "float2 Pixel : VPOS,\n"
2803 "float2 Pixel : WPOS,\n"
2805 "float4 ModelViewPosition : TEXCOORD0,\n"
2806 "uniform float4x4 ViewToLight : register(c44),\n"
2807 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2808 "uniform float3 LightPosition : register(c23),\n"
2809 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2810 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2811 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2812 "#ifdef USESPECULAR\n"
2813 "uniform half3 DeferredColor_Specular : register(c11),\n"
2814 "uniform half SpecularPower : register(c36),\n"
2816 "uniform sampler Texture_Attenuation : register(s9),\n"
2817 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2818 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2820 "#ifdef USECUBEFILTER\n"
2821 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2824 "#ifdef USESHADOWMAPRECT\n"
2825 "# ifdef USESHADOWSAMPLER\n"
2826 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2828 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2832 "#ifdef USESHADOWMAP2D\n"
2833 "# ifdef USESHADOWSAMPLER\n"
2834 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2836 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2840 "#ifdef USESHADOWMAPVSDCT\n"
2841 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2844 "#ifdef USESHADOWMAPCUBE\n"
2845 "# ifdef USESHADOWSAMPLER\n"
2846 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2848 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2852 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2853 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2854 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2857 "out float4 gl_FragData0 : COLOR0,\n"
2858 "out float4 gl_FragData1 : COLOR1\n"
2861 " // calculate viewspace pixel position\n"
2862 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2863 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2864 " float3 position;\n"
2865 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2866 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2867 " // decode viewspace pixel normal\n"
2868 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2869 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2870 " // surfacenormal = pixel normal in viewspace\n"
2871 " // LightVector = pixel to light in viewspace\n"
2872 " // CubeVector = position in lightspace\n"
2873 " // eyevector = pixel to view in viewspace\n"
2874 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2875 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2876 "#ifdef USEDIFFUSE\n"
2877 " // calculate diffuse shading\n"
2878 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2879 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2881 "#ifdef USESPECULAR\n"
2882 " // calculate directional shading\n"
2883 " float3 eyevector = position * -1.0;\n"
2884 "# ifdef USEEXACTSPECULARMATH\n"
2885 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2887 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2888 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2892 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2893 " fade *= ShadowMapCompare(CubeVector,\n"
2894 "# if defined(USESHADOWMAP2D)\n"
2895 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2897 "# if defined(USESHADOWMAPRECT)\n"
2898 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2900 "# if defined(USESHADOWMAPCUBE)\n"
2901 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2904 "#ifdef USESHADOWMAPVSDCT\n"
2905 ", Texture_CubeProjection\n"
2910 "#ifdef USEDIFFUSE\n"
2911 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2913 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2915 "#ifdef USESPECULAR\n"
2916 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2918 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2921 "# ifdef USECUBEFILTER\n"
2922 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2923 " gl_FragData0.rgb *= cubecolor;\n"
2924 " gl_FragData1.rgb *= cubecolor;\n"
2927 "#endif // FRAGMENT_SHADER\n"
2928 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2933 "#ifdef VERTEX_SHADER\n"
2936 "float4 gl_Vertex : POSITION,\n"
2937 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2938 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2939 "float4 gl_Color : COLOR0,\n"
2941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2942 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2943 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2944 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2945 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2947 "uniform float3 EyePosition : register(c24),\n"
2948 "uniform float4x4 TexMatrix : register(c0),\n"
2949 "#ifdef USEVERTEXTEXTUREBLEND\n"
2950 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2952 "#ifdef MODE_LIGHTSOURCE\n"
2953 "uniform float4x4 ModelToLight : register(c20),\n"
2955 "#ifdef MODE_LIGHTSOURCE\n"
2956 "uniform float3 LightPosition : register(c27),\n"
2958 "#ifdef MODE_LIGHTDIRECTION\n"
2959 "uniform float3 LightDir : register(c26),\n"
2961 "uniform float4 FogPlane : register(c25),\n"
2962 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2963 "uniform float3 LightPosition : register(c27),\n"
2965 "#ifdef USESHADOWMAPORTHO\n"
2966 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2969 "out float4 gl_FrontColor : COLOR,\n"
2970 "out float4 TexCoordBoth : TEXCOORD0,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2974 "#ifdef USEEYEVECTOR\n"
2975 "out float3 EyeVector : TEXCOORD2,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2981 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2983 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2984 "out float3 LightVector : TEXCOORD1,\n"
2986 "#ifdef MODE_LIGHTSOURCE\n"
2987 "out float3 CubeVector : TEXCOORD3,\n"
2989 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2990 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2991 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2992 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2994 "#ifdef USESHADOWMAPORTHO\n"
2995 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2997 "out float4 gl_Position : POSITION\n"
3000 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
3002 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
3004 " gl_FrontColor = gl_Color; // Cg is forward\n"
3007 " // copy the surface texcoord\n"
3008 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
3009 "#ifdef USEVERTEXTEXTUREBLEND\n"
3010 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
3012 "#ifdef USELIGHTMAP\n"
3013 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
3016 "#ifdef MODE_LIGHTSOURCE\n"
3017 " // transform vertex position into light attenuation/cubemap space\n"
3018 " // (-1 to +1 across the light box)\n"
3019 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
3021 "# ifdef USEDIFFUSE\n"
3022 " // transform unnormalized light direction into tangent space\n"
3023 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
3024 " // normalize it per pixel)\n"
3025 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
3026 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
3027 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
3028 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
3032 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
3033 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
3034 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
3035 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
3038 " // transform unnormalized eye direction into tangent space\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
3041 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
3042 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
3043 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
3047 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
3048 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3051 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3052 " VectorS = gl_MultiTexCoord1.xyz;\n"
3053 " VectorT = gl_MultiTexCoord2.xyz;\n"
3054 " VectorR = gl_MultiTexCoord3.xyz;\n"
3057 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3058 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3060 "#ifdef USESHADOWMAPORTHO\n"
3061 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3064 "#ifdef USEREFLECTION\n"
3065 " ModelViewProjectionPosition = gl_Position;\n"
3068 "#endif // VERTEX_SHADER\n"
3073 "#ifdef FRAGMENT_SHADER\n"
3076 "#ifdef USEDEFERREDLIGHTMAP\n"
3078 "float2 Pixel : VPOS,\n"
3080 "float2 Pixel : WPOS,\n"
3083 "float4 gl_FrontColor : COLOR,\n"
3084 "float4 TexCoordBoth : TEXCOORD0,\n"
3085 "#ifdef USELIGHTMAP\n"
3086 "float2 TexCoordLightmap : TEXCOORD1,\n"
3088 "#ifdef USEEYEVECTOR\n"
3089 "float3 EyeVector : TEXCOORD2,\n"
3091 "#ifdef USEREFLECTION\n"
3092 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3095 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3097 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3098 "float3 LightVector : TEXCOORD1,\n"
3100 "#ifdef MODE_LIGHTSOURCE\n"
3101 "float3 CubeVector : TEXCOORD3,\n"
3103 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3104 "float4 ModelViewPosition : TEXCOORD0,\n"
3106 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3107 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3108 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3109 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3111 "#ifdef USESHADOWMAPORTHO\n"
3112 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3115 "uniform sampler Texture_Normal : register(s0),\n"
3116 "uniform sampler Texture_Color : register(s1),\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "uniform sampler Texture_Gloss : register(s2),\n"
3121 "uniform sampler Texture_Glow : register(s3),\n"
3123 "#ifdef USEVERTEXTEXTUREBLEND\n"
3124 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3125 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3126 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3127 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3130 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3133 "#ifdef USECOLORMAPPING\n"
3134 "uniform sampler Texture_Pants : register(s4),\n"
3135 "uniform sampler Texture_Shirt : register(s7),\n"
3138 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3139 "uniform sampler Texture_FogMask : register(s8),\n"
3141 "#ifdef USELIGHTMAP\n"
3142 "uniform sampler Texture_Lightmap : register(s9),\n"
3144 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3145 "uniform sampler Texture_Deluxemap : register(s10),\n"
3147 "#ifdef USEREFLECTION\n"
3148 "uniform sampler Texture_Reflection : register(s7),\n"
3151 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3152 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3153 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3155 "#ifdef USEDEFERREDLIGHTMAP\n"
3156 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3157 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3160 "#ifdef USECOLORMAPPING\n"
3161 "uniform half3 Color_Pants : register(c7),\n"
3162 "uniform half3 Color_Shirt : register(c8),\n"
3165 "uniform float3 FogColor : register(c16),\n"
3166 "uniform float FogRangeRecip : register(c20),\n"
3167 "uniform float FogPlaneViewDist : register(c19),\n"
3168 "uniform float FogHeightFade : register(c17),\n"
3171 "#ifdef USEOFFSETMAPPING\n"
3172 "uniform float OffsetMapping_Scale : register(c24),\n"
3175 "#ifdef USEDEFERREDLIGHTMAP\n"
3176 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3177 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3178 "uniform half3 DeferredMod_Specular : register(c13),\n"
3180 "uniform half3 Color_Ambient : register(c3),\n"
3181 "uniform half3 Color_Diffuse : register(c4),\n"
3182 "uniform half3 Color_Specular : register(c5),\n"
3183 "uniform half SpecularPower : register(c36),\n"
3185 "uniform half3 Color_Glow : register(c6),\n"
3187 "uniform half Alpha : register(c0),\n"
3188 "#ifdef USEREFLECTION\n"
3189 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3190 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3191 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3192 "uniform half4 ReflectColor : register(c26),\n"
3194 "#ifdef USEREFLECTCUBE\n"
3195 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3196 "uniform sampler Texture_ReflectMask : register(s5),\n"
3197 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3199 "#ifdef MODE_LIGHTDIRECTION\n"
3200 "uniform half3 LightColor : register(c21),\n"
3202 "#ifdef MODE_LIGHTSOURCE\n"
3203 "uniform half3 LightColor : register(c21),\n"
3206 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3207 "uniform sampler Texture_Attenuation : register(s9),\n"
3208 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3211 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3213 "#ifdef USESHADOWMAPRECT\n"
3214 "# ifdef USESHADOWSAMPLER\n"
3215 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3217 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3221 "#ifdef USESHADOWMAP2D\n"
3222 "# ifdef USESHADOWSAMPLER\n"
3223 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3225 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3229 "#ifdef USESHADOWMAPVSDCT\n"
3230 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3233 "#ifdef USESHADOWMAPCUBE\n"
3234 "# ifdef USESHADOWSAMPLER\n"
3235 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3237 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3242 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3243 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3245 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3247 "out float4 gl_FragColor : COLOR\n"
3250 " float2 TexCoord = TexCoordBoth.xy;\n"
3251 "#ifdef USEVERTEXTEXTUREBLEND\n"
3252 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3254 "#ifdef USEOFFSETMAPPING\n"
3255 " // apply offsetmapping\n"
3256 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3257 "#define TexCoord TexCoordOffset\n"
3260 " // combine the diffuse textures (base, pants, shirt)\n"
3261 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3262 "#ifdef USEALPHAKILL\n"
3263 " if (color.a < 0.5)\n"
3266 " color.a *= Alpha;\n"
3267 "#ifdef USECOLORMAPPING\n"
3268 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3272 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3273 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3274 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3276 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3279 " // get the surface normal\n"
3280 "#ifdef USEVERTEXTEXTUREBLEND\n"
3281 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3283 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3286 " // get the material colors\n"
3287 " half3 diffusetex = color.rgb;\n"
3288 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3289 "# ifdef USEVERTEXTEXTUREBLEND\n"
3290 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3292 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3296 "#ifdef USEREFLECTCUBE\n"
3297 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3298 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3299 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3300 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3306 "#ifdef MODE_LIGHTSOURCE\n"
3307 " // light source\n"
3308 "#ifdef USEDIFFUSE\n"
3309 " half3 lightnormal = half3(normalize(LightVector));\n"
3310 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3311 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3312 "#ifdef USESPECULAR\n"
3313 "#ifdef USEEXACTSPECULARMATH\n"
3314 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3316 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3317 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3319 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3322 " color.rgb = diffusetex * Color_Ambient;\n"
3324 " color.rgb *= LightColor;\n"
3325 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3326 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3327 " color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3328 "# if defined(USESHADOWMAP2D)\n"
3329 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3331 "# if defined(USESHADOWMAPRECT)\n"
3332 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3334 "# if defined(USESHADOWMAPCUBE)\n"
3335 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3338 "#ifdef USESHADOWMAPVSDCT\n"
3339 ", Texture_CubeProjection\n"
3344 "# ifdef USECUBEFILTER\n"
3345 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3348 "#ifdef USESHADOWMAP2D\n"
3349 "#ifdef USESHADOWMAPVSDCT\n"
3350 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3351 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3352 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3353 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3355 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3356 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3357 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3358 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3359 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3360 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3361 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3362 "// color.r = half(shadowmaptc.z);\n"
3366 "// color.rgb = half3(1,1,1);\n"
3367 "#endif // MODE_LIGHTSOURCE\n"
3372 "#ifdef MODE_LIGHTDIRECTION\n"
3374 "#ifdef USEDIFFUSE\n"
3375 " half3 lightnormal = half3(normalize(LightVector));\n"
3377 "#define lightcolor LightColor\n"
3378 "#endif // MODE_LIGHTDIRECTION\n"
3379 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3381 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3382 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3383 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3384 " // convert modelspace light vector to tangentspace\n"
3385 " half3 lightnormal;\n"
3386 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3387 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3388 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3389 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3390 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3391 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3392 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3393 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3394 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3395 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3396 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3397 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3398 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3399 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3400 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3402 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3403 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3404 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3410 "#ifdef MODE_LIGHTMAP\n"
3411 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3412 "#endif // MODE_LIGHTMAP\n"
3413 "#ifdef MODE_VERTEXCOLOR\n"
3414 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3415 "#endif // MODE_VERTEXCOLOR\n"
3416 "#ifdef MODE_FLATCOLOR\n"
3417 " color.rgb = diffusetex * Color_Ambient;\n"
3418 "#endif // MODE_FLATCOLOR\n"
3424 "# ifdef USEDIFFUSE\n"
3425 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3426 "# ifdef USESPECULAR\n"
3427 "# ifdef USEEXACTSPECULARMATH\n"
3428 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3430 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3431 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3433 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3435 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3438 " color.rgb = diffusetex * Color_Ambient;\n"
3442 "#ifdef USESHADOWMAPORTHO\n"
3443 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3444 "# if defined(USESHADOWMAP2D)\n"
3445 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3447 "# if defined(USESHADOWMAPRECT)\n"
3448 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3453 "#ifdef USEDEFERREDLIGHTMAP\n"
3454 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3455 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3456 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3460 "#ifdef USEVERTEXTEXTUREBLEND\n"
3461 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3463 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3468 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3471 " // 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"
3472 "#ifdef USEREFLECTION\n"
3473 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3474 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3475 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3476 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3477 " // FIXME temporary hack to detect the case that the reflection\n"
3478 " // gets blackened at edges due to leaving the area that contains actual\n"
3480 " // Remove this 'ack once we have a better way to stop this thing from\n"
3482 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3483 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3484 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3485 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3486 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3487 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3490 " gl_FragColor = float4(color);\n"
3492 "#endif // FRAGMENT_SHADER\n"
3494 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3495 "#endif // !MODE_DEFERREDGEOMETRY\n"
3496 "#endif // !MODE_WATER\n"
3497 "#endif // !MODE_REFRACTION\n"
3498 "#endif // !MODE_BLOOMBLUR\n"
3499 "#endif // !MODE_GENERIC\n"
3500 "#endif // !MODE_POSTPROCESS\n"
3501 "#endif // !MODE_SHOWDEPTH\n"
3502 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3505 char *glslshaderstring = NULL;
3506 char *cgshaderstring = NULL;
3507 char *hlslshaderstring = NULL;
3509 //=======================================================================================================================================================
3511 typedef struct shaderpermutationinfo_s
3513 const char *pretext;
3516 shaderpermutationinfo_t;
3518 typedef struct shadermodeinfo_s
3520 const char *vertexfilename;
3521 const char *geometryfilename;
3522 const char *fragmentfilename;
3523 const char *pretext;
3528 typedef enum shaderpermutation_e
3530 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3531 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3532 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3533 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3534 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3535 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3536 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3537 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3538 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3539 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3540 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3541 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3542 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3543 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3544 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3545 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3546 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3547 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3548 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3549 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3550 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3551 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3552 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3553 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3554 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3555 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3556 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3557 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3558 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3559 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3560 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3562 shaderpermutation_t;
3564 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3565 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3567 {"#define USEDIFFUSE\n", " diffuse"},
3568 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3569 {"#define USEVIEWTINT\n", " viewtint"},
3570 {"#define USECOLORMAPPING\n", " colormapping"},
3571 {"#define USESATURATION\n", " saturation"},
3572 {"#define USEFOGINSIDE\n", " foginside"},
3573 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3574 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3575 {"#define USEGAMMARAMPS\n", " gammaramps"},
3576 {"#define USECUBEFILTER\n", " cubefilter"},
3577 {"#define USEGLOW\n", " glow"},
3578 {"#define USEBLOOM\n", " bloom"},
3579 {"#define USESPECULAR\n", " specular"},
3580 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3581 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3582 {"#define USEREFLECTION\n", " reflection"},
3583 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3584 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3585 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3586 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3587 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3588 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3589 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3590 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3591 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3592 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3593 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3594 {"#define USEALPHAKILL\n", " alphakill"},
3595 {"#define USEREFLECTCUBE\n", " reflectcube"},
3598 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3599 typedef enum shadermode_e
3601 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3602 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3603 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3604 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3605 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3606 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3607 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3608 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3609 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3610 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3611 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3612 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3613 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3614 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3615 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3620 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3621 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3623 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3624 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3625 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3626 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3627 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3628 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3629 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3630 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3633 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3641 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3643 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3644 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3645 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3646 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3647 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3648 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3649 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3650 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3651 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3652 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3653 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3654 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3655 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3656 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3657 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3662 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3664 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3665 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3666 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3667 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3668 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3669 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3670 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3671 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3672 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3673 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3674 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3675 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3676 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3677 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3678 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3682 struct r_glsl_permutation_s;
3683 typedef struct r_glsl_permutation_s
3685 /// hash lookup data
3686 struct r_glsl_permutation_s *hashnext;
3688 unsigned int permutation;
3690 /// indicates if we have tried compiling this permutation already
3692 /// 0 if compilation failed
3694 /// locations of detected uniforms in program object, or -1 if not found
3695 int loc_Texture_First;
3696 int loc_Texture_Second;
3697 int loc_Texture_GammaRamps;
3698 int loc_Texture_Normal;
3699 int loc_Texture_Color;
3700 int loc_Texture_Gloss;
3701 int loc_Texture_Glow;
3702 int loc_Texture_SecondaryNormal;
3703 int loc_Texture_SecondaryColor;
3704 int loc_Texture_SecondaryGloss;
3705 int loc_Texture_SecondaryGlow;
3706 int loc_Texture_Pants;
3707 int loc_Texture_Shirt;
3708 int loc_Texture_FogHeightTexture;
3709 int loc_Texture_FogMask;
3710 int loc_Texture_Lightmap;
3711 int loc_Texture_Deluxemap;
3712 int loc_Texture_Attenuation;
3713 int loc_Texture_Cube;
3714 int loc_Texture_Refraction;
3715 int loc_Texture_Reflection;
3716 int loc_Texture_ShadowMapRect;
3717 int loc_Texture_ShadowMapCube;
3718 int loc_Texture_ShadowMap2D;
3719 int loc_Texture_CubeProjection;
3720 int loc_Texture_ScreenDepth;
3721 int loc_Texture_ScreenNormalMap;
3722 int loc_Texture_ScreenDiffuse;
3723 int loc_Texture_ScreenSpecular;
3724 int loc_Texture_ReflectMask;
3725 int loc_Texture_ReflectCube;
3727 int loc_BloomBlur_Parameters;
3729 int loc_Color_Ambient;
3730 int loc_Color_Diffuse;
3731 int loc_Color_Specular;
3733 int loc_Color_Pants;
3734 int loc_Color_Shirt;
3735 int loc_DeferredColor_Ambient;
3736 int loc_DeferredColor_Diffuse;
3737 int loc_DeferredColor_Specular;
3738 int loc_DeferredMod_Diffuse;
3739 int loc_DeferredMod_Specular;
3740 int loc_DistortScaleRefractReflect;
3741 int loc_EyePosition;
3743 int loc_FogHeightFade;
3745 int loc_FogPlaneViewDist;
3746 int loc_FogRangeRecip;
3749 int loc_LightPosition;
3750 int loc_OffsetMapping_Scale;
3752 int loc_ReflectColor;
3753 int loc_ReflectFactor;
3754 int loc_ReflectOffset;
3755 int loc_RefractColor;
3757 int loc_ScreenCenterRefractReflect;
3758 int loc_ScreenScaleRefractReflect;
3759 int loc_ScreenToDepth;
3760 int loc_ShadowMap_Parameters;
3761 int loc_ShadowMap_TextureScale;
3762 int loc_SpecularPower;
3767 int loc_ViewTintColor;
3768 int loc_ViewToLight;
3769 int loc_ModelToLight;
3771 int loc_BackgroundTexMatrix;
3772 int loc_ModelViewProjectionMatrix;
3773 int loc_ModelViewMatrix;
3774 int loc_PixelToScreenTexCoord;
3775 int loc_ModelToReflectCube;
3776 int loc_ShadowMapMatrix;
3777 int loc_BloomColorSubtract;
3779 r_glsl_permutation_t;
3781 #define SHADERPERMUTATION_HASHSIZE 256
3783 /// information about each possible shader permutation
3784 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3785 /// currently selected permutation
3786 r_glsl_permutation_t *r_glsl_permutation;
3787 /// storage for permutations linked in the hash table
3788 memexpandablearray_t r_glsl_permutationarray;
3790 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3792 //unsigned int hashdepth = 0;
3793 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3794 r_glsl_permutation_t *p;
3795 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3797 if (p->mode == mode && p->permutation == permutation)
3799 //if (hashdepth > 10)
3800 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3805 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3807 p->permutation = permutation;
3808 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3809 r_glsl_permutationhash[mode][hashindex] = p;
3810 //if (hashdepth > 10)
3811 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3815 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3818 if (!filename || !filename[0])
3820 if (!strcmp(filename, "glsl/default.glsl"))
3822 if (!glslshaderstring)
3824 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3825 if (glslshaderstring)
3826 Con_DPrintf("Loading shaders from file %s...\n", filename);
3828 glslshaderstring = (char *)builtinshaderstring;
3830 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3831 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3832 return shaderstring;
3834 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3837 if (printfromdisknotice)
3838 Con_DPrintf("from disk %s... ", filename);
3839 return shaderstring;
3841 return shaderstring;
3844 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3847 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3848 int vertstrings_count = 0;
3849 int geomstrings_count = 0;
3850 int fragstrings_count = 0;
3851 char *vertexstring, *geometrystring, *fragmentstring;
3852 const char *vertstrings_list[32+3];
3853 const char *geomstrings_list[32+3];
3854 const char *fragstrings_list[32+3];
3855 char permutationname[256];
3862 permutationname[0] = 0;
3863 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3864 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3865 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3867 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3869 // the first pretext is which type of shader to compile as
3870 // (later these will all be bound together as a program object)
3871 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3872 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3873 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3875 // the second pretext is the mode (for example a light source)
3876 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3877 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3878 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3879 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3881 // now add all the permutation pretexts
3882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3884 if (permutation & (1<<i))
3886 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3887 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3888 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3889 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3893 // keep line numbers correct
3894 vertstrings_list[vertstrings_count++] = "\n";
3895 geomstrings_list[geomstrings_count++] = "\n";
3896 fragstrings_list[fragstrings_count++] = "\n";
3900 // now append the shader text itself
3901 vertstrings_list[vertstrings_count++] = vertexstring;
3902 geomstrings_list[geomstrings_count++] = geometrystring;
3903 fragstrings_list[fragstrings_count++] = fragmentstring;
3905 // if any sources were NULL, clear the respective list
3907 vertstrings_count = 0;
3908 if (!geometrystring)
3909 geomstrings_count = 0;
3910 if (!fragmentstring)
3911 fragstrings_count = 0;
3913 // compile the shader program
3914 if (vertstrings_count + geomstrings_count + fragstrings_count)
3915 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3919 qglUseProgramObjectARB(p->program);CHECKGLERROR
3920 // look up all the uniform variable names we care about, so we don't
3921 // have to look them up every time we set them
3923 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3924 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3925 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3926 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3927 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3928 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3929 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3930 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3931 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3932 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3933 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3934 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3935 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3936 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3937 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3938 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3939 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3940 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3941 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3942 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3943 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3944 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3945 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3946 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3947 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3948 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3949 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3950 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3951 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3952 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3953 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3954 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3955 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3956 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3957 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3958 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3959 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3960 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3961 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3962 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3963 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3964 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3965 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3966 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3967 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3968 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3969 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3970 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3971 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3972 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3973 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3974 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3975 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3976 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3977 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3978 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3979 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3980 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3981 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3982 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3983 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3984 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3985 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3986 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3987 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3988 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3989 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3990 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3991 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3992 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3993 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3994 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3995 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3996 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3997 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3998 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3999 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
4000 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
4001 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
4002 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
4003 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
4004 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
4005 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
4006 // initialize the samplers to refer to the texture units we use
4007 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
4008 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
4009 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
4010 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
4011 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
4012 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
4013 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
4014 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
4015 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
4016 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
4017 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
4018 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
4019 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
4020 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
4021 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
4022 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
4023 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
4024 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
4025 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
4026 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
4027 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
4028 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
4029 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
4030 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
4031 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
4032 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
4033 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
4034 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
4035 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
4036 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
4037 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
4039 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
4042 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
4046 Mem_Free(vertexstring);
4048 Mem_Free(geometrystring);
4050 Mem_Free(fragmentstring);
4053 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4055 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4056 if (r_glsl_permutation != perm)
4058 r_glsl_permutation = perm;
4059 if (!r_glsl_permutation->program)
4061 if (!r_glsl_permutation->compiled)
4062 R_GLSL_CompilePermutation(perm, mode, permutation);
4063 if (!r_glsl_permutation->program)
4065 // remove features until we find a valid permutation
4067 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4069 // reduce i more quickly whenever it would not remove any bits
4070 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4071 if (!(permutation & j))
4074 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4075 if (!r_glsl_permutation->compiled)
4076 R_GLSL_CompilePermutation(perm, mode, permutation);
4077 if (r_glsl_permutation->program)
4080 if (i >= SHADERPERMUTATION_COUNT)
4082 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4083 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4084 qglUseProgramObjectARB(0);CHECKGLERROR
4085 return; // no bit left to clear, entire mode is broken
4090 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4092 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4093 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4094 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4098 #include <Cg/cgGL.h>
4099 struct r_cg_permutation_s;
4100 typedef struct r_cg_permutation_s
4102 /// hash lookup data
4103 struct r_cg_permutation_s *hashnext;
4105 unsigned int permutation;
4107 /// indicates if we have tried compiling this permutation already
4109 /// 0 if compilation failed
4112 /// locations of detected parameters in programs, or NULL if not found
4113 CGparameter vp_EyePosition;
4114 CGparameter vp_FogPlane;
4115 CGparameter vp_LightDir;
4116 CGparameter vp_LightPosition;
4117 CGparameter vp_ModelToLight;
4118 CGparameter vp_TexMatrix;
4119 CGparameter vp_BackgroundTexMatrix;
4120 CGparameter vp_ModelViewProjectionMatrix;
4121 CGparameter vp_ModelViewMatrix;
4122 CGparameter vp_ShadowMapMatrix;
4124 CGparameter fp_Texture_First;
4125 CGparameter fp_Texture_Second;
4126 CGparameter fp_Texture_GammaRamps;
4127 CGparameter fp_Texture_Normal;
4128 CGparameter fp_Texture_Color;
4129 CGparameter fp_Texture_Gloss;
4130 CGparameter fp_Texture_Glow;
4131 CGparameter fp_Texture_SecondaryNormal;
4132 CGparameter fp_Texture_SecondaryColor;
4133 CGparameter fp_Texture_SecondaryGloss;
4134 CGparameter fp_Texture_SecondaryGlow;
4135 CGparameter fp_Texture_Pants;
4136 CGparameter fp_Texture_Shirt;
4137 CGparameter fp_Texture_FogHeightTexture;
4138 CGparameter fp_Texture_FogMask;
4139 CGparameter fp_Texture_Lightmap;
4140 CGparameter fp_Texture_Deluxemap;
4141 CGparameter fp_Texture_Attenuation;
4142 CGparameter fp_Texture_Cube;
4143 CGparameter fp_Texture_Refraction;
4144 CGparameter fp_Texture_Reflection;
4145 CGparameter fp_Texture_ShadowMapRect;
4146 CGparameter fp_Texture_ShadowMapCube;
4147 CGparameter fp_Texture_ShadowMap2D;
4148 CGparameter fp_Texture_CubeProjection;
4149 CGparameter fp_Texture_ScreenDepth;
4150 CGparameter fp_Texture_ScreenNormalMap;
4151 CGparameter fp_Texture_ScreenDiffuse;
4152 CGparameter fp_Texture_ScreenSpecular;
4153 CGparameter fp_Texture_ReflectMask;
4154 CGparameter fp_Texture_ReflectCube;
4155 CGparameter fp_Alpha;
4156 CGparameter fp_BloomBlur_Parameters;
4157 CGparameter fp_ClientTime;
4158 CGparameter fp_Color_Ambient;
4159 CGparameter fp_Color_Diffuse;
4160 CGparameter fp_Color_Specular;
4161 CGparameter fp_Color_Glow;
4162 CGparameter fp_Color_Pants;
4163 CGparameter fp_Color_Shirt;
4164 CGparameter fp_DeferredColor_Ambient;
4165 CGparameter fp_DeferredColor_Diffuse;
4166 CGparameter fp_DeferredColor_Specular;
4167 CGparameter fp_DeferredMod_Diffuse;
4168 CGparameter fp_DeferredMod_Specular;
4169 CGparameter fp_DistortScaleRefractReflect;
4170 CGparameter fp_EyePosition;
4171 CGparameter fp_FogColor;
4172 CGparameter fp_FogHeightFade;
4173 CGparameter fp_FogPlane;
4174 CGparameter fp_FogPlaneViewDist;
4175 CGparameter fp_FogRangeRecip;
4176 CGparameter fp_LightColor;
4177 CGparameter fp_LightDir;
4178 CGparameter fp_LightPosition;
4179 CGparameter fp_OffsetMapping_Scale;
4180 CGparameter fp_PixelSize;
4181 CGparameter fp_ReflectColor;
4182 CGparameter fp_ReflectFactor;
4183 CGparameter fp_ReflectOffset;
4184 CGparameter fp_RefractColor;
4185 CGparameter fp_Saturation;
4186 CGparameter fp_ScreenCenterRefractReflect;
4187 CGparameter fp_ScreenScaleRefractReflect;
4188 CGparameter fp_ScreenToDepth;
4189 CGparameter fp_ShadowMap_Parameters;
4190 CGparameter fp_ShadowMap_TextureScale;
4191 CGparameter fp_SpecularPower;
4192 CGparameter fp_UserVec1;
4193 CGparameter fp_UserVec2;
4194 CGparameter fp_UserVec3;
4195 CGparameter fp_UserVec4;
4196 CGparameter fp_ViewTintColor;
4197 CGparameter fp_ViewToLight;
4198 CGparameter fp_PixelToScreenTexCoord;
4199 CGparameter fp_ModelToReflectCube;
4200 CGparameter fp_BloomColorSubtract;
4204 /// information about each possible shader permutation
4205 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4206 /// currently selected permutation
4207 r_cg_permutation_t *r_cg_permutation;
4208 /// storage for permutations linked in the hash table
4209 memexpandablearray_t r_cg_permutationarray;
4211 #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));}}
4213 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4215 //unsigned int hashdepth = 0;
4216 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4217 r_cg_permutation_t *p;
4218 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4220 if (p->mode == mode && p->permutation == permutation)
4222 //if (hashdepth > 10)
4223 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4228 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4230 p->permutation = permutation;
4231 p->hashnext = r_cg_permutationhash[mode][hashindex];
4232 r_cg_permutationhash[mode][hashindex] = p;
4233 //if (hashdepth > 10)
4234 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4238 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4241 if (!filename || !filename[0])
4243 if (!strcmp(filename, "cg/default.cg"))
4245 if (!cgshaderstring)
4247 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4249 Con_DPrintf("Loading shaders from file %s...\n", filename);
4251 cgshaderstring = (char *)builtincgshaderstring;
4253 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4254 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4255 return shaderstring;
4257 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4260 if (printfromdisknotice)
4261 Con_DPrintf("from disk %s... ", filename);
4262 return shaderstring;
4264 return shaderstring;
4267 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4269 // TODO: load or create .fp and .vp shader files
4272 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4275 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4276 int vertstrings_count = 0, vertstring_length = 0;
4277 int geomstrings_count = 0, geomstring_length = 0;
4278 int fragstrings_count = 0, fragstring_length = 0;
4280 char *vertexstring, *geometrystring, *fragmentstring;
4281 char *vertstring, *geomstring, *fragstring;
4282 const char *vertstrings_list[32+3];
4283 const char *geomstrings_list[32+3];
4284 const char *fragstrings_list[32+3];
4285 char permutationname[256];
4286 char cachename[256];
4287 CGprofile vertexProfile;
4288 CGprofile fragmentProfile;
4296 permutationname[0] = 0;
4298 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4299 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4300 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4302 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4303 strlcat(cachename, "cg/", sizeof(cachename));
4305 // the first pretext is which type of shader to compile as
4306 // (later these will all be bound together as a program object)
4307 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4308 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4309 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4311 // the second pretext is the mode (for example a light source)
4312 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4313 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4314 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4315 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4316 strlcat(cachename, modeinfo->name, sizeof(cachename));
4318 // now add all the permutation pretexts
4319 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4321 if (permutation & (1<<i))
4323 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4324 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4325 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4326 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4327 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4331 // keep line numbers correct
4332 vertstrings_list[vertstrings_count++] = "\n";
4333 geomstrings_list[geomstrings_count++] = "\n";
4334 fragstrings_list[fragstrings_count++] = "\n";
4338 // replace spaces in the cachename with _ characters
4339 for (i = 0;cachename[i];i++)
4340 if (cachename[i] == ' ')
4343 // now append the shader text itself
4344 vertstrings_list[vertstrings_count++] = vertexstring;
4345 geomstrings_list[geomstrings_count++] = geometrystring;
4346 fragstrings_list[fragstrings_count++] = fragmentstring;
4348 // if any sources were NULL, clear the respective list
4350 vertstrings_count = 0;
4351 if (!geometrystring)
4352 geomstrings_count = 0;
4353 if (!fragmentstring)
4354 fragstrings_count = 0;
4356 vertstring_length = 0;
4357 for (i = 0;i < vertstrings_count;i++)
4358 vertstring_length += strlen(vertstrings_list[i]);
4359 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4360 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4361 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4363 geomstring_length = 0;
4364 for (i = 0;i < geomstrings_count;i++)
4365 geomstring_length += strlen(geomstrings_list[i]);
4366 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4367 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4368 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4370 fragstring_length = 0;
4371 for (i = 0;i < fragstrings_count;i++)
4372 fragstring_length += strlen(fragstrings_list[i]);
4373 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4374 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4375 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4379 //vertexProfile = CG_PROFILE_ARBVP1;
4380 //fragmentProfile = CG_PROFILE_ARBFP1;
4381 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4382 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4383 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4384 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4385 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4388 // try to load the cached shader, or generate one
4389 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4391 // if caching failed, do a dynamic compile for now
4393 if (vertstring[0] && !p->vprogram)
4394 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4396 if (fragstring[0] && !p->fprogram)
4397 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4400 // look up all the uniform variable names we care about, so we don't
4401 // have to look them up every time we set them
4405 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4406 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4407 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4408 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4409 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4410 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4411 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4412 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4413 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4414 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4415 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4416 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4422 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4423 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4424 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4425 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4426 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4427 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4428 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4429 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4430 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4431 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4432 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4433 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4434 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4435 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4436 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4437 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4438 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4439 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4440 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4441 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4442 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4443 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4444 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4445 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4446 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4447 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4448 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4449 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4450 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4451 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4452 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4453 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4454 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4455 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4456 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4457 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4458 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4459 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4460 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4461 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4462 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4463 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4464 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4465 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4466 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4467 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4468 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4469 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4470 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4471 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4472 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4473 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4474 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4475 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4476 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4477 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4478 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4479 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4480 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4481 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4482 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4483 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4484 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4485 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4486 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4487 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4488 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4489 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4490 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4491 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4492 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4493 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4494 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4495 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4496 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4497 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4498 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4499 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4500 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4504 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4505 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4507 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4511 Mem_Free(vertstring);
4513 Mem_Free(geomstring);
4515 Mem_Free(fragstring);
4517 Mem_Free(vertexstring);
4519 Mem_Free(geometrystring);
4521 Mem_Free(fragmentstring);
4524 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4526 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4529 if (r_cg_permutation != perm)
4531 r_cg_permutation = perm;
4532 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4534 if (!r_cg_permutation->compiled)
4535 R_CG_CompilePermutation(perm, mode, permutation);
4536 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4538 // remove features until we find a valid permutation
4540 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4542 // reduce i more quickly whenever it would not remove any bits
4543 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4544 if (!(permutation & j))
4547 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4548 if (!r_cg_permutation->compiled)
4549 R_CG_CompilePermutation(perm, mode, permutation);
4550 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4553 if (i >= SHADERPERMUTATION_COUNT)
4555 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4556 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4557 return; // no bit left to clear, entire mode is broken
4563 if (r_cg_permutation->vprogram)
4565 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4566 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4567 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4571 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4572 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4574 if (r_cg_permutation->fprogram)
4576 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4577 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4578 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4582 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4583 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4587 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4588 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4589 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4592 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4594 cgGLSetTextureParameter(param, R_GetTexture(tex));
4595 cgGLEnableTextureParameter(param);
4603 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4604 extern D3DCAPS9 vid_d3d9caps;
4607 struct r_hlsl_permutation_s;
4608 typedef struct r_hlsl_permutation_s
4610 /// hash lookup data
4611 struct r_hlsl_permutation_s *hashnext;
4613 unsigned int permutation;
4615 /// indicates if we have tried compiling this permutation already
4617 /// NULL if compilation failed
4618 IDirect3DVertexShader9 *vertexshader;
4619 IDirect3DPixelShader9 *pixelshader;
4621 r_hlsl_permutation_t;
4623 typedef enum D3DVSREGISTER_e
4625 D3DVSREGISTER_TexMatrix = 0, // float4x4
4626 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4627 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4628 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4629 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4630 D3DVSREGISTER_ModelToLight = 20, // float4x4
4631 D3DVSREGISTER_EyePosition = 24,
4632 D3DVSREGISTER_FogPlane = 25,
4633 D3DVSREGISTER_LightDir = 26,
4634 D3DVSREGISTER_LightPosition = 27,
4638 typedef enum D3DPSREGISTER_e
4640 D3DPSREGISTER_Alpha = 0,
4641 D3DPSREGISTER_BloomBlur_Parameters = 1,
4642 D3DPSREGISTER_ClientTime = 2,
4643 D3DPSREGISTER_Color_Ambient = 3,
4644 D3DPSREGISTER_Color_Diffuse = 4,
4645 D3DPSREGISTER_Color_Specular = 5,
4646 D3DPSREGISTER_Color_Glow = 6,
4647 D3DPSREGISTER_Color_Pants = 7,
4648 D3DPSREGISTER_Color_Shirt = 8,
4649 D3DPSREGISTER_DeferredColor_Ambient = 9,
4650 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4651 D3DPSREGISTER_DeferredColor_Specular = 11,
4652 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4653 D3DPSREGISTER_DeferredMod_Specular = 13,
4654 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4655 D3DPSREGISTER_EyePosition = 15, // unused
4656 D3DPSREGISTER_FogColor = 16,
4657 D3DPSREGISTER_FogHeightFade = 17,
4658 D3DPSREGISTER_FogPlane = 18,
4659 D3DPSREGISTER_FogPlaneViewDist = 19,
4660 D3DPSREGISTER_FogRangeRecip = 20,
4661 D3DPSREGISTER_LightColor = 21,
4662 D3DPSREGISTER_LightDir = 22, // unused
4663 D3DPSREGISTER_LightPosition = 23,
4664 D3DPSREGISTER_OffsetMapping_Scale = 24,
4665 D3DPSREGISTER_PixelSize = 25,
4666 D3DPSREGISTER_ReflectColor = 26,
4667 D3DPSREGISTER_ReflectFactor = 27,
4668 D3DPSREGISTER_ReflectOffset = 28,
4669 D3DPSREGISTER_RefractColor = 29,
4670 D3DPSREGISTER_Saturation = 30,
4671 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4672 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4673 D3DPSREGISTER_ScreenToDepth = 33,
4674 D3DPSREGISTER_ShadowMap_Parameters = 34,
4675 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4676 D3DPSREGISTER_SpecularPower = 36,
4677 D3DPSREGISTER_UserVec1 = 37,
4678 D3DPSREGISTER_UserVec2 = 38,
4679 D3DPSREGISTER_UserVec3 = 39,
4680 D3DPSREGISTER_UserVec4 = 40,
4681 D3DPSREGISTER_ViewTintColor = 41,
4682 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4683 D3DPSREGISTER_BloomColorSubtract = 43,
4684 D3DPSREGISTER_ViewToLight = 44, // float4x4
4685 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4690 /// information about each possible shader permutation
4691 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4692 /// currently selected permutation
4693 r_hlsl_permutation_t *r_hlsl_permutation;
4694 /// storage for permutations linked in the hash table
4695 memexpandablearray_t r_hlsl_permutationarray;
4697 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4699 //unsigned int hashdepth = 0;
4700 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4701 r_hlsl_permutation_t *p;
4702 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4704 if (p->mode == mode && p->permutation == permutation)
4706 //if (hashdepth > 10)
4707 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4712 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4714 p->permutation = permutation;
4715 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4716 r_hlsl_permutationhash[mode][hashindex] = p;
4717 //if (hashdepth > 10)
4718 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4722 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4725 if (!filename || !filename[0])
4727 if (!strcmp(filename, "hlsl/default.hlsl"))
4729 if (!hlslshaderstring)
4731 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4732 if (hlslshaderstring)
4733 Con_DPrintf("Loading shaders from file %s...\n", filename);
4735 hlslshaderstring = (char *)builtincgshaderstring;
4737 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4738 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4739 return shaderstring;
4741 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4744 if (printfromdisknotice)
4745 Con_DPrintf("from disk %s... ", filename);
4746 return shaderstring;
4748 return shaderstring;
4752 #include <d3dx9mesh.h>
4753 #pragma comment(lib, "d3dx9.lib")
4755 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4757 DWORD *vsbin = NULL;
4758 DWORD *psbin = NULL;
4759 fs_offset_t vsbinsize;
4760 fs_offset_t psbinsize;
4761 // IDirect3DVertexShader9 *vs = NULL;
4762 // IDirect3DPixelShader9 *ps = NULL;
4763 ID3DXBuffer *vslog = NULL;
4764 ID3DXBuffer *vsbuffer = NULL;
4765 ID3DXConstantTable *vsconstanttable = NULL;
4766 ID3DXBuffer *pslog = NULL;
4767 ID3DXBuffer *psbuffer = NULL;
4768 ID3DXConstantTable *psconstanttable = NULL;
4771 char temp[MAX_INPUTLINE];
4772 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4773 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4774 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4775 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4776 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4777 if ((!vsbin && vertstring) || (!psbin && fragstring))
4779 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4780 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4781 if (vertstring && vertstring[0])
4783 vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4786 vsbinsize = vsbuffer->GetBufferSize();
4787 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4788 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4789 vsbuffer->Release();
4793 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4794 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4798 if (fragstring && fragstring[0])
4800 psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4803 psbinsize = psbuffer->GetBufferSize();
4804 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4805 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4806 psbuffer->Release();
4810 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4811 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4818 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4819 if (FAILED(vsresult))
4820 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4824 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4825 if (FAILED(psresult))
4826 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4828 // free the shader data
4829 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4830 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4833 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4836 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4837 int vertstrings_count = 0, vertstring_length = 0;
4838 int geomstrings_count = 0, geomstring_length = 0;
4839 int fragstrings_count = 0, fragstring_length = 0;
4841 char *vertexstring, *geometrystring, *fragmentstring;
4842 char *vertstring, *geomstring, *fragstring;
4843 const char *vertstrings_list[32+3];
4844 const char *geomstrings_list[32+3];
4845 const char *fragstrings_list[32+3];
4846 char permutationname[256];
4847 char cachename[256];
4852 p->vertexshader = NULL;
4853 p->pixelshader = NULL;
4855 permutationname[0] = 0;
4857 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4858 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4859 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4861 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4862 strlcat(cachename, "hlsl/", sizeof(cachename));
4864 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4865 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4866 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4867 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4869 // the first pretext is which type of shader to compile as
4870 // (later these will all be bound together as a program object)
4871 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4872 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4873 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4875 // the second pretext is the mode (for example a light source)
4876 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4877 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4878 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4879 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4880 strlcat(cachename, modeinfo->name, sizeof(cachename));
4882 // now add all the permutation pretexts
4883 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4885 if (permutation & (1<<i))
4887 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4888 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4889 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4890 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4891 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4895 // keep line numbers correct
4896 vertstrings_list[vertstrings_count++] = "\n";
4897 geomstrings_list[geomstrings_count++] = "\n";
4898 fragstrings_list[fragstrings_count++] = "\n";
4902 // replace spaces in the cachename with _ characters
4903 for (i = 0;cachename[i];i++)
4904 if (cachename[i] == ' ')
4907 // now append the shader text itself
4908 vertstrings_list[vertstrings_count++] = vertexstring;
4909 geomstrings_list[geomstrings_count++] = geometrystring;
4910 fragstrings_list[fragstrings_count++] = fragmentstring;
4912 // if any sources were NULL, clear the respective list
4914 vertstrings_count = 0;
4915 if (!geometrystring)
4916 geomstrings_count = 0;
4917 if (!fragmentstring)
4918 fragstrings_count = 0;
4920 vertstring_length = 0;
4921 for (i = 0;i < vertstrings_count;i++)
4922 vertstring_length += strlen(vertstrings_list[i]);
4923 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4924 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4925 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4927 geomstring_length = 0;
4928 for (i = 0;i < geomstrings_count;i++)
4929 geomstring_length += strlen(geomstrings_list[i]);
4930 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4931 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4932 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4934 fragstring_length = 0;
4935 for (i = 0;i < fragstrings_count;i++)
4936 fragstring_length += strlen(fragstrings_list[i]);
4937 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4938 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4939 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4941 // try to load the cached shader, or generate one
4942 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4944 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4945 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4947 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4951 Mem_Free(vertstring);
4953 Mem_Free(geomstring);
4955 Mem_Free(fragstring);
4957 Mem_Free(vertexstring);
4959 Mem_Free(geometrystring);
4961 Mem_Free(fragmentstring);
4964 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4965 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4966 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4967 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4968 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4969 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4971 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4972 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4973 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4974 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4975 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4976 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4978 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4980 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4981 if (r_hlsl_permutation != perm)
4983 r_hlsl_permutation = perm;
4984 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4986 if (!r_hlsl_permutation->compiled)
4987 R_HLSL_CompilePermutation(perm, mode, permutation);
4988 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4990 // remove features until we find a valid permutation
4992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4994 // reduce i more quickly whenever it would not remove any bits
4995 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4996 if (!(permutation & j))
4999 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
5000 if (!r_hlsl_permutation->compiled)
5001 R_HLSL_CompilePermutation(perm, mode, permutation);
5002 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
5005 if (i >= SHADERPERMUTATION_COUNT)
5007 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
5008 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
5009 return; // no bit left to clear, entire mode is broken
5013 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
5014 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
5016 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5017 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5018 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
5022 void R_GLSL_Restart_f(void)
5024 unsigned int i, limit;
5025 if (glslshaderstring && glslshaderstring != builtinshaderstring)
5026 Mem_Free(glslshaderstring);
5027 glslshaderstring = NULL;
5028 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5029 Mem_Free(cgshaderstring);
5030 cgshaderstring = NULL;
5031 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5032 Mem_Free(hlslshaderstring);
5033 hlslshaderstring = NULL;
5034 switch(vid.renderpath)
5036 case RENDERPATH_D3D9:
5039 r_hlsl_permutation_t *p;
5040 r_hlsl_permutation = NULL;
5041 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5042 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5043 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5044 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5045 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5046 for (i = 0;i < limit;i++)
5048 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5050 if (p->vertexshader)
5051 IDirect3DVertexShader9_Release(p->vertexshader);
5053 IDirect3DPixelShader9_Release(p->pixelshader);
5054 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5057 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5061 case RENDERPATH_D3D10:
5062 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5064 case RENDERPATH_D3D11:
5065 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5067 case RENDERPATH_GL20:
5069 r_glsl_permutation_t *p;
5070 r_glsl_permutation = NULL;
5071 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5072 for (i = 0;i < limit;i++)
5074 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5076 GL_Backend_FreeProgram(p->program);
5077 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5080 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5083 case RENDERPATH_CGGL:
5086 r_cg_permutation_t *p;
5087 r_cg_permutation = NULL;
5088 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5089 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5090 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5091 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5092 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5093 for (i = 0;i < limit;i++)
5095 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5098 cgDestroyProgram(p->vprogram);
5100 cgDestroyProgram(p->fprogram);
5101 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5104 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5108 case RENDERPATH_GL13:
5109 case RENDERPATH_GL11:
5114 void R_GLSL_DumpShader_f(void)
5119 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5122 FS_Print(file, "/* The engine may define the following macros:\n");
5123 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5124 for (i = 0;i < SHADERMODE_COUNT;i++)
5125 FS_Print(file, glslshadermodeinfo[i].pretext);
5126 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5127 FS_Print(file, shaderpermutationinfo[i].pretext);
5128 FS_Print(file, "*/\n");
5129 FS_Print(file, builtinshaderstring);
5131 Con_Printf("glsl/default.glsl written\n");
5134 Con_Printf("failed to write to glsl/default.glsl\n");
5137 file = FS_OpenRealFile("cg/default.cg", "w", false);
5140 FS_Print(file, "/* The engine may define the following macros:\n");
5141 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5142 for (i = 0;i < SHADERMODE_COUNT;i++)
5143 FS_Print(file, cgshadermodeinfo[i].pretext);
5144 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5145 FS_Print(file, shaderpermutationinfo[i].pretext);
5146 FS_Print(file, "*/\n");
5147 FS_Print(file, builtincgshaderstring);
5149 Con_Printf("cg/default.cg written\n");
5152 Con_Printf("failed to write to cg/default.cg\n");
5156 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5159 FS_Print(file, "/* The engine may define the following macros:\n");
5160 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5161 for (i = 0;i < SHADERMODE_COUNT;i++)
5162 FS_Print(file, hlslshadermodeinfo[i].pretext);
5163 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5164 FS_Print(file, shaderpermutationinfo[i].pretext);
5165 FS_Print(file, "*/\n");
5166 FS_Print(file, builtincgshaderstring);
5168 Con_Printf("hlsl/default.hlsl written\n");
5171 Con_Printf("failed to write to hlsl/default.hlsl\n");
5175 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5178 texturemode = GL_MODULATE;
5179 switch (vid.renderpath)
5181 case RENDERPATH_D3D9:
5183 R_SetupShader_SetPermutationHLSL(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))));
5184 R_Mesh_TexBind(GL20TU_FIRST , first );
5185 R_Mesh_TexBind(GL20TU_SECOND, second);
5188 case RENDERPATH_D3D10:
5189 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5191 case RENDERPATH_D3D11:
5192 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5194 case RENDERPATH_GL20:
5195 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))));
5196 R_Mesh_TexBind(GL20TU_FIRST , first );
5197 R_Mesh_TexBind(GL20TU_SECOND, second);
5199 case RENDERPATH_CGGL:
5202 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))));
5203 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5207 case RENDERPATH_GL13:
5208 R_Mesh_TexBind(0, first );
5209 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5210 R_Mesh_TexBind(1, second);
5212 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5214 case RENDERPATH_GL11:
5215 R_Mesh_TexBind(0, first );
5220 void R_SetupShader_DepthOrShadow(void)
5222 switch (vid.renderpath)
5224 case RENDERPATH_D3D9:
5226 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5229 case RENDERPATH_D3D10:
5230 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5232 case RENDERPATH_D3D11:
5233 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5235 case RENDERPATH_GL20:
5236 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5238 case RENDERPATH_CGGL:
5240 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5243 case RENDERPATH_GL13:
5244 R_Mesh_TexBind(0, 0);
5245 R_Mesh_TexBind(1, 0);
5247 case RENDERPATH_GL11:
5248 R_Mesh_TexBind(0, 0);
5253 void R_SetupShader_ShowDepth(void)
5255 switch (vid.renderpath)
5257 case RENDERPATH_D3D9:
5259 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5262 case RENDERPATH_D3D10:
5263 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5265 case RENDERPATH_D3D11:
5266 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5268 case RENDERPATH_GL20:
5269 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5271 case RENDERPATH_CGGL:
5273 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5276 case RENDERPATH_GL13:
5278 case RENDERPATH_GL11:
5283 extern qboolean r_shadow_usingdeferredprepass;
5284 extern cvar_t r_shadow_deferred_8bitrange;
5285 extern rtexture_t *r_shadow_attenuationgradienttexture;
5286 extern rtexture_t *r_shadow_attenuation2dtexture;
5287 extern rtexture_t *r_shadow_attenuation3dtexture;
5288 extern qboolean r_shadow_usingshadowmaprect;
5289 extern qboolean r_shadow_usingshadowmapcube;
5290 extern qboolean r_shadow_usingshadowmap2d;
5291 extern qboolean r_shadow_usingshadowmaportho;
5292 extern float r_shadow_shadowmap_texturescale[2];
5293 extern float r_shadow_shadowmap_parameters[4];
5294 extern qboolean r_shadow_shadowmapvsdct;
5295 extern qboolean r_shadow_shadowmapsampler;
5296 extern int r_shadow_shadowmappcf;
5297 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5298 extern rtexture_t *r_shadow_shadowmap2dtexture;
5299 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5300 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5301 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5302 extern matrix4x4_t r_shadow_shadowmapmatrix;
5303 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5304 extern int r_shadow_prepass_width;
5305 extern int r_shadow_prepass_height;
5306 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5307 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5308 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5309 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5310 extern cvar_t gl_mesh_separatearrays;
5311 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5313 // select a permutation of the lighting shader appropriate to this
5314 // combination of texture, entity, light source, and fogging, only use the
5315 // minimum features necessary to avoid wasting rendering time in the
5316 // fragment shader on features that are not being used
5317 unsigned int permutation = 0;
5318 unsigned int mode = 0;
5320 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5321 if (rsurfacepass == RSURFPASS_BACKGROUND)
5323 // distorted background
5324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5325 mode = SHADERMODE_WATER;
5326 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5327 mode = SHADERMODE_REFRACTION;
5330 mode = SHADERMODE_GENERIC;
5331 permutation |= SHADERPERMUTATION_DIFFUSE;
5333 GL_AlphaTest(false);
5334 GL_BlendFunc(GL_ONE, GL_ZERO);
5336 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5338 if (r_glsl_offsetmapping.integer)
5340 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5341 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5342 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5343 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5344 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5346 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5347 if (r_glsl_offsetmapping_reliefmapping.integer)
5348 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5351 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5352 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5353 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5354 permutation |= SHADERPERMUTATION_ALPHAKILL;
5355 // normalmap (deferred prepass), may use alpha test on diffuse
5356 mode = SHADERMODE_DEFERREDGEOMETRY;
5357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5358 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5359 GL_AlphaTest(false);
5360 GL_BlendFunc(GL_ONE, GL_ZERO);
5362 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5364 if (r_glsl_offsetmapping.integer)
5366 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5367 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5368 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5369 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5370 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5372 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5373 if (r_glsl_offsetmapping_reliefmapping.integer)
5374 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5377 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5378 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5380 mode = SHADERMODE_LIGHTSOURCE;
5381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5382 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5383 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5384 permutation |= SHADERPERMUTATION_CUBEFILTER;
5385 if (diffusescale > 0)
5386 permutation |= SHADERPERMUTATION_DIFFUSE;
5387 if (specularscale > 0)
5389 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5390 if (r_shadow_glossexact.integer)
5391 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5393 if (r_refdef.fogenabled)
5394 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5395 if (rsurface.texture->colormapping)
5396 permutation |= SHADERPERMUTATION_COLORMAPPING;
5397 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5399 if (r_shadow_usingshadowmaprect)
5400 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5401 if (r_shadow_usingshadowmap2d)
5402 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5403 if (r_shadow_usingshadowmapcube)
5404 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5405 else if(r_shadow_shadowmapvsdct)
5406 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5408 if (r_shadow_shadowmapsampler)
5409 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5410 if (r_shadow_shadowmappcf > 1)
5411 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5412 else if (r_shadow_shadowmappcf)
5413 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5415 if (rsurface.texture->reflectmasktexture)
5416 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5417 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5418 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5420 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5422 if (r_glsl_offsetmapping.integer)
5424 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5425 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5426 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5427 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5428 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5430 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5431 if (r_glsl_offsetmapping_reliefmapping.integer)
5432 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5436 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5437 // unshaded geometry (fullbright or ambient model lighting)
5438 mode = SHADERMODE_FLATCOLOR;
5439 ambientscale = diffusescale = specularscale = 0;
5440 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5441 permutation |= SHADERPERMUTATION_GLOW;
5442 if (r_refdef.fogenabled)
5443 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5444 if (rsurface.texture->colormapping)
5445 permutation |= SHADERPERMUTATION_COLORMAPPING;
5446 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5448 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5449 if (r_shadow_usingshadowmaprect)
5450 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5451 if (r_shadow_usingshadowmap2d)
5452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5454 if (r_shadow_shadowmapsampler)
5455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5456 if (r_shadow_shadowmappcf > 1)
5457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5458 else if (r_shadow_shadowmappcf)
5459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5462 permutation |= SHADERPERMUTATION_REFLECTION;
5463 if (rsurface.texture->reflectmasktexture)
5464 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5465 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5466 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5468 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5470 if (r_glsl_offsetmapping.integer)
5472 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5473 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5474 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5475 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5476 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5478 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5479 if (r_glsl_offsetmapping_reliefmapping.integer)
5480 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5483 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5484 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5485 // directional model lighting
5486 mode = SHADERMODE_LIGHTDIRECTION;
5487 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5488 permutation |= SHADERPERMUTATION_GLOW;
5489 permutation |= SHADERPERMUTATION_DIFFUSE;
5490 if (specularscale > 0)
5492 permutation |= SHADERPERMUTATION_SPECULAR;
5493 if (r_shadow_glossexact.integer)
5494 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5496 if (r_refdef.fogenabled)
5497 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5498 if (rsurface.texture->colormapping)
5499 permutation |= SHADERPERMUTATION_COLORMAPPING;
5500 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5502 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5503 if (r_shadow_usingshadowmaprect)
5504 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5505 if (r_shadow_usingshadowmap2d)
5506 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5508 if (r_shadow_shadowmapsampler)
5509 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5510 if (r_shadow_shadowmappcf > 1)
5511 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5512 else if (r_shadow_shadowmappcf)
5513 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5516 permutation |= SHADERPERMUTATION_REFLECTION;
5517 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5518 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5519 if (rsurface.texture->reflectmasktexture)
5520 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5521 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5522 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5524 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5526 if (r_glsl_offsetmapping.integer)
5528 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5529 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5530 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5531 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5532 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5534 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5535 if (r_glsl_offsetmapping_reliefmapping.integer)
5536 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5539 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5540 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5541 // ambient model lighting
5542 mode = SHADERMODE_LIGHTDIRECTION;
5543 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5544 permutation |= SHADERPERMUTATION_GLOW;
5545 if (r_refdef.fogenabled)
5546 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5547 if (rsurface.texture->colormapping)
5548 permutation |= SHADERPERMUTATION_COLORMAPPING;
5549 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5551 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5552 if (r_shadow_usingshadowmaprect)
5553 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5554 if (r_shadow_usingshadowmap2d)
5555 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5557 if (r_shadow_shadowmapsampler)
5558 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5559 if (r_shadow_shadowmappcf > 1)
5560 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5561 else if (r_shadow_shadowmappcf)
5562 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5564 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5565 permutation |= SHADERPERMUTATION_REFLECTION;
5566 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5567 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5568 if (rsurface.texture->reflectmasktexture)
5569 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5570 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5571 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5575 if (r_glsl_offsetmapping.integer)
5577 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5578 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5579 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5580 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5581 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5583 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5584 if (r_glsl_offsetmapping_reliefmapping.integer)
5585 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5589 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5591 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5592 permutation |= SHADERPERMUTATION_GLOW;
5593 if (r_refdef.fogenabled)
5594 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5595 if (rsurface.texture->colormapping)
5596 permutation |= SHADERPERMUTATION_COLORMAPPING;
5597 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5599 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5600 if (r_shadow_usingshadowmaprect)
5601 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5602 if (r_shadow_usingshadowmap2d)
5603 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5605 if (r_shadow_shadowmapsampler)
5606 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5607 if (r_shadow_shadowmappcf > 1)
5608 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5609 else if (r_shadow_shadowmappcf)
5610 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5612 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5613 permutation |= SHADERPERMUTATION_REFLECTION;
5614 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5615 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5616 if (rsurface.texture->reflectmasktexture)
5617 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5618 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5620 // deluxemapping (light direction texture)
5621 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5622 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5624 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5625 permutation |= SHADERPERMUTATION_DIFFUSE;
5626 if (specularscale > 0)
5628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5629 if (r_shadow_glossexact.integer)
5630 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5633 else if (r_glsl_deluxemapping.integer >= 2)
5635 // fake deluxemapping (uniform light direction in tangentspace)
5636 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5637 permutation |= SHADERPERMUTATION_DIFFUSE;
5638 if (specularscale > 0)
5640 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5641 if (r_shadow_glossexact.integer)
5642 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5645 else if (rsurface.uselightmaptexture)
5647 // ordinary lightmapping (q1bsp, q3bsp)
5648 mode = SHADERMODE_LIGHTMAP;
5652 // ordinary vertex coloring (q3bsp)
5653 mode = SHADERMODE_VERTEXCOLOR;
5655 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5656 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5658 switch(vid.renderpath)
5660 case RENDERPATH_D3D9:
5662 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5663 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5664 R_SetupShader_SetPermutationHLSL(mode, permutation);
5665 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5666 if (mode == SHADERMODE_LIGHTSOURCE)
5668 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5669 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5673 if (mode == SHADERMODE_LIGHTDIRECTION)
5675 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5678 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5679 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5680 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5681 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5682 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5684 if (mode == SHADERMODE_LIGHTSOURCE)
5686 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5687 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5688 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5689 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5690 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5692 // additive passes are only darkened by fog, not tinted
5693 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5694 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5698 if (mode == SHADERMODE_FLATCOLOR)
5700 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5702 else if (mode == SHADERMODE_LIGHTDIRECTION)
5704 hlslPSSetParameter3f(D3DPSREGISTER_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]);
5705 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5706 hlslPSSetParameter3f(D3DPSREGISTER_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);
5707 hlslPSSetParameter3f(D3DPSREGISTER_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);
5708 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5709 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5710 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5714 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5715 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5716 hlslPSSetParameter3f(D3DPSREGISTER_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);
5717 hlslPSSetParameter3f(D3DPSREGISTER_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);
5718 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5720 // additive passes are only darkened by fog, not tinted
5721 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5722 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5724 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5725 hlslPSSetParameter4f(D3DPSREGISTER_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);
5726 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5727 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5728 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5729 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5730 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5731 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5732 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5734 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5735 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5736 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5737 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5738 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5739 if (rsurface.texture->pantstexture)
5740 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5742 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5743 if (rsurface.texture->shirttexture)
5744 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5746 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5747 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5748 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5749 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5750 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5751 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5752 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5753 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5755 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5756 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5757 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5758 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5759 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5760 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5761 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5762 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5763 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5764 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5765 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5766 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5767 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5768 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5769 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5770 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5771 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5772 if (rsurfacepass == RSURFPASS_BACKGROUND)
5774 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5775 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5776 R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5780 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5782 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5783 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5784 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5785 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5786 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5788 R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5789 if (rsurface.rtlight)
5791 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5792 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5797 case RENDERPATH_D3D10:
5798 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5800 case RENDERPATH_D3D11:
5801 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5803 case RENDERPATH_GL20:
5804 if (gl_mesh_separatearrays.integer)
5806 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5807 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5808 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5809 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5810 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5811 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5812 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5813 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5817 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5818 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5820 R_SetupShader_SetPermutationGLSL(mode, permutation);
5821 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5822 if (mode == SHADERMODE_LIGHTSOURCE)
5824 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5825 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5826 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5827 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);
5828 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);
5829 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);
5831 // additive passes are only darkened by fog, not tinted
5832 if (r_glsl_permutation->loc_FogColor >= 0)
5833 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5834 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5838 if (mode == SHADERMODE_FLATCOLOR)
5840 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5842 else if (mode == SHADERMODE_LIGHTDIRECTION)
5844 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]);
5845 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]);
5846 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);
5847 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);
5848 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);
5849 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]);
5850 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]);
5854 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]);
5855 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]);
5856 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);
5857 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);
5858 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);
5860 // additive passes are only darkened by fog, not tinted
5861 if (r_glsl_permutation->loc_FogColor >= 0)
5863 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5864 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5866 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5868 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);
5869 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]);
5870 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]);
5871 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5872 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5873 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5874 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5875 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5877 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5878 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5879 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5880 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]);
5881 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]);
5883 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5884 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5885 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5886 if (r_glsl_permutation->loc_Color_Pants >= 0)
5888 if (rsurface.texture->pantstexture)
5889 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5891 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5893 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5895 if (rsurface.texture->shirttexture)
5896 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5898 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5900 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]);
5901 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5902 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5903 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5904 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5905 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]);
5906 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5908 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5909 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5910 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5911 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5912 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5913 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5914 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5915 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5916 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5917 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5918 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5919 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5920 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5921 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5922 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5923 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5924 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5925 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5926 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5927 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5928 if (rsurfacepass == RSURFPASS_BACKGROUND)
5930 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5931 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5932 R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5936 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5938 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5939 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5940 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5941 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5942 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5944 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5945 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5946 if (rsurface.rtlight)
5948 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5949 if (r_shadow_usingshadowmapcube)
5950 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5951 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5956 case RENDERPATH_CGGL:
5958 if (gl_mesh_separatearrays.integer)
5960 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5961 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5962 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5963 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5964 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5965 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5966 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5967 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5971 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5972 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5974 R_SetupShader_SetPermutationCG(mode, permutation);
5975 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5976 if (mode == SHADERMODE_LIGHTSOURCE)
5978 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5979 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5983 if (mode == SHADERMODE_LIGHTDIRECTION)
5985 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
5988 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5989 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5990 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5991 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5992 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
5995 if (mode == SHADERMODE_LIGHTSOURCE)
5997 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5998 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5999 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
6000 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
6001 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
6003 // additive passes are only darkened by fog, not tinted
6004 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6005 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6009 if (mode == SHADERMODE_FLATCOLOR)
6011 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
6013 else if (mode == SHADERMODE_LIGHTDIRECTION)
6015 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
6016 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
6017 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
6018 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
6019 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
6020 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
6021 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
6025 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
6026 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
6027 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
6028 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
6029 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
6031 // additive passes are only darkened by fog, not tinted
6032 if (r_cg_permutation->fp_FogColor)
6034 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6035 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6037 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6040 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
6041 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
6042 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
6043 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
6044 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
6045 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6046 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6047 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6049 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
6050 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
6051 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6052 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6053 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6054 if (r_cg_permutation->fp_Color_Pants)
6056 if (rsurface.texture->pantstexture)
6057 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6059 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6062 if (r_cg_permutation->fp_Color_Shirt)
6064 if (rsurface.texture->shirttexture)
6065 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6067 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6070 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
6071 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6072 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6073 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6074 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6075 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
6076 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6078 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6079 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6080 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6081 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6082 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6083 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6084 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6085 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6086 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6087 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6088 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6089 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6090 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6091 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6092 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
6093 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6094 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6095 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6096 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6097 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6098 if (rsurfacepass == RSURFPASS_BACKGROUND)
6100 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6101 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6102 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6106 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6108 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6109 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6110 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6111 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6112 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6114 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6115 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6116 if (rsurface.rtlight)
6118 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6119 if (r_shadow_usingshadowmapcube)
6120 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6121 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6128 case RENDERPATH_GL13:
6129 case RENDERPATH_GL11:
6134 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6136 // select a permutation of the lighting shader appropriate to this
6137 // combination of texture, entity, light source, and fogging, only use the
6138 // minimum features necessary to avoid wasting rendering time in the
6139 // fragment shader on features that are not being used
6140 unsigned int permutation = 0;
6141 unsigned int mode = 0;
6142 const float *lightcolorbase = rtlight->currentcolor;
6143 float ambientscale = rtlight->ambientscale;
6144 float diffusescale = rtlight->diffusescale;
6145 float specularscale = rtlight->specularscale;
6146 // this is the location of the light in view space
6147 vec3_t viewlightorigin;
6148 // this transforms from view space (camera) to light space (cubemap)
6149 matrix4x4_t viewtolight;
6150 matrix4x4_t lighttoview;
6151 float viewtolight16f[16];
6152 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6154 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6155 if (rtlight->currentcubemap != r_texture_whitecube)
6156 permutation |= SHADERPERMUTATION_CUBEFILTER;
6157 if (diffusescale > 0)
6158 permutation |= SHADERPERMUTATION_DIFFUSE;
6159 if (specularscale > 0)
6161 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6162 if (r_shadow_glossexact.integer)
6163 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6165 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6167 if (r_shadow_usingshadowmaprect)
6168 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6169 if (r_shadow_usingshadowmap2d)
6170 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6171 if (r_shadow_usingshadowmapcube)
6172 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6173 else if(r_shadow_shadowmapvsdct)
6174 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6176 if (r_shadow_shadowmapsampler)
6177 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6178 if (r_shadow_shadowmappcf > 1)
6179 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6180 else if (r_shadow_shadowmappcf)
6181 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6183 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6184 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6185 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6186 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6187 switch(vid.renderpath)
6189 case RENDERPATH_D3D9:
6191 R_SetupShader_SetPermutationHLSL(mode, permutation);
6192 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6193 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6194 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6195 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6196 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6197 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6198 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6199 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6200 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6201 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6203 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6204 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6205 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6206 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6207 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6208 if (r_shadow_usingshadowmapcube)
6209 R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6210 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6211 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6214 case RENDERPATH_D3D10:
6215 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6217 case RENDERPATH_D3D11:
6218 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6220 case RENDERPATH_GL20:
6221 R_SetupShader_SetPermutationGLSL(mode, permutation);
6222 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6223 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6224 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);
6225 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);
6226 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);
6227 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]);
6228 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]);
6229 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));
6230 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]);
6231 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6233 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6234 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6235 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6236 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6237 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6238 if (r_shadow_usingshadowmapcube)
6239 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6240 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6241 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6243 case RENDERPATH_CGGL:
6245 R_SetupShader_SetPermutationCG(mode, permutation);
6246 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6247 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6248 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
6249 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
6250 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
6251 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
6252 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
6253 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
6254 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
6255 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6257 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6258 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6259 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6260 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6261 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6262 if (r_shadow_usingshadowmapcube)
6263 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6264 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6265 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6268 case RENDERPATH_GL13:
6269 case RENDERPATH_GL11:
6274 #define SKINFRAME_HASH 1024
6278 int loadsequence; // incremented each level change
6279 memexpandablearray_t array;
6280 skinframe_t *hash[SKINFRAME_HASH];
6283 r_skinframe_t r_skinframe;
6285 void R_SkinFrame_PrepareForPurge(void)
6287 r_skinframe.loadsequence++;
6288 // wrap it without hitting zero
6289 if (r_skinframe.loadsequence >= 200)
6290 r_skinframe.loadsequence = 1;
6293 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6297 // mark the skinframe as used for the purging code
6298 skinframe->loadsequence = r_skinframe.loadsequence;
6301 void R_SkinFrame_Purge(void)
6305 for (i = 0;i < SKINFRAME_HASH;i++)
6307 for (s = r_skinframe.hash[i];s;s = s->next)
6309 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6311 if (s->merged == s->base)
6313 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6314 R_PurgeTexture(s->stain );s->stain = NULL;
6315 R_PurgeTexture(s->merged);s->merged = NULL;
6316 R_PurgeTexture(s->base );s->base = NULL;
6317 R_PurgeTexture(s->pants );s->pants = NULL;
6318 R_PurgeTexture(s->shirt );s->shirt = NULL;
6319 R_PurgeTexture(s->nmap );s->nmap = NULL;
6320 R_PurgeTexture(s->gloss );s->gloss = NULL;
6321 R_PurgeTexture(s->glow );s->glow = NULL;
6322 R_PurgeTexture(s->fog );s->fog = NULL;
6323 R_PurgeTexture(s->reflect);s->reflect = NULL;
6324 s->loadsequence = 0;
6330 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6332 char basename[MAX_QPATH];
6334 Image_StripImageExtension(name, basename, sizeof(basename));
6336 if( last == NULL ) {
6338 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6339 item = r_skinframe.hash[hashindex];
6344 // linearly search through the hash bucket
6345 for( ; item ; item = item->next ) {
6346 if( !strcmp( item->basename, basename ) ) {
6353 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6357 char basename[MAX_QPATH];
6359 Image_StripImageExtension(name, basename, sizeof(basename));
6361 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6362 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6363 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6367 rtexture_t *dyntexture;
6368 // check whether its a dynamic texture
6369 dyntexture = CL_GetDynTexture( basename );
6370 if (!add && !dyntexture)
6372 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6373 memset(item, 0, sizeof(*item));
6374 strlcpy(item->basename, basename, sizeof(item->basename));
6375 item->base = dyntexture; // either NULL or dyntexture handle
6376 item->textureflags = textureflags;
6377 item->comparewidth = comparewidth;
6378 item->compareheight = compareheight;
6379 item->comparecrc = comparecrc;
6380 item->next = r_skinframe.hash[hashindex];
6381 r_skinframe.hash[hashindex] = item;
6383 else if( item->base == NULL )
6385 rtexture_t *dyntexture;
6386 // check whether its a dynamic texture
6387 // 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]
6388 dyntexture = CL_GetDynTexture( basename );
6389 item->base = dyntexture; // either NULL or dyntexture handle
6392 R_SkinFrame_MarkUsed(item);
6396 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6398 unsigned long long avgcolor[5], wsum; \
6406 for(pix = 0; pix < cnt; ++pix) \
6409 for(comp = 0; comp < 3; ++comp) \
6411 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6414 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6416 for(comp = 0; comp < 3; ++comp) \
6417 avgcolor[comp] += getpixel * w; \
6420 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6421 avgcolor[4] += getpixel; \
6423 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6425 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6426 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6427 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6428 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6431 extern cvar_t gl_picmip;
6432 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6435 unsigned char *pixels;
6436 unsigned char *bumppixels;
6437 unsigned char *basepixels = NULL;
6438 int basepixels_width = 0;
6439 int basepixels_height = 0;
6440 skinframe_t *skinframe;
6441 rtexture_t *ddsbase = NULL;
6442 qboolean ddshasalpha = false;
6443 float ddsavgcolor[4];
6444 char basename[MAX_QPATH];
6445 int miplevel = R_PicmipForFlags(textureflags);
6446 int savemiplevel = miplevel;
6449 if (cls.state == ca_dedicated)
6452 // return an existing skinframe if already loaded
6453 // if loading of the first image fails, don't make a new skinframe as it
6454 // would cause all future lookups of this to be missing
6455 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6456 if (skinframe && skinframe->base)
6459 Image_StripImageExtension(name, basename, sizeof(basename));
6461 // check for DDS texture file first
6462 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6464 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6465 if (basepixels == NULL)
6469 // FIXME handle miplevel
6471 if (developer_loading.integer)
6472 Con_Printf("loading skin \"%s\"\n", name);
6474 // we've got some pixels to store, so really allocate this new texture now
6476 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6477 skinframe->stain = NULL;
6478 skinframe->merged = NULL;
6479 skinframe->base = NULL;
6480 skinframe->pants = NULL;
6481 skinframe->shirt = NULL;
6482 skinframe->nmap = NULL;
6483 skinframe->gloss = NULL;
6484 skinframe->glow = NULL;
6485 skinframe->fog = NULL;
6486 skinframe->reflect = NULL;
6487 skinframe->hasalpha = false;
6491 skinframe->base = ddsbase;
6492 skinframe->hasalpha = ddshasalpha;
6493 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6494 if (r_loadfog && skinframe->hasalpha)
6495 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6496 //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]);
6500 basepixels_width = image_width;
6501 basepixels_height = image_height;
6502 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6503 if (textureflags & TEXF_ALPHA)
6505 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6507 if (basepixels[j] < 255)
6509 skinframe->hasalpha = true;
6513 if (r_loadfog && skinframe->hasalpha)
6515 // has transparent pixels
6516 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6517 for (j = 0;j < image_width * image_height * 4;j += 4)
6522 pixels[j+3] = basepixels[j+3];
6524 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6528 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6529 //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]);
6530 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6531 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6532 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6533 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6538 mymiplevel = savemiplevel;
6539 if (r_loadnormalmap)
6540 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
6541 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6543 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6544 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6545 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6546 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6549 // _norm is the name used by tenebrae and has been adopted as standard
6550 if (r_loadnormalmap && skinframe->nmap == NULL)
6552 mymiplevel = savemiplevel;
6553 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6555 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6559 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6561 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6562 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6563 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6565 Mem_Free(bumppixels);
6567 else if (r_shadow_bumpscale_basetexture.value > 0)
6569 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6570 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6571 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6574 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6575 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6578 // _luma is supported only for tenebrae compatibility
6579 // _glow is the preferred name
6580 mymiplevel = savemiplevel;
6581 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6583 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6584 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6585 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6586 Mem_Free(pixels);pixels = NULL;
6589 mymiplevel = savemiplevel;
6590 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6592 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6593 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6594 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6599 mymiplevel = savemiplevel;
6600 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6602 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6603 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6604 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6609 mymiplevel = savemiplevel;
6610 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6612 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6613 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6614 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6619 mymiplevel = savemiplevel;
6620 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6622 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6623 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6624 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6630 Mem_Free(basepixels);
6635 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6636 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6639 unsigned char *temp1, *temp2;
6640 skinframe_t *skinframe;
6642 if (cls.state == ca_dedicated)
6645 // if already loaded just return it, otherwise make a new skinframe
6646 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6647 if (skinframe && skinframe->base)
6650 skinframe->stain = NULL;
6651 skinframe->merged = NULL;
6652 skinframe->base = NULL;
6653 skinframe->pants = NULL;
6654 skinframe->shirt = NULL;
6655 skinframe->nmap = NULL;
6656 skinframe->gloss = NULL;
6657 skinframe->glow = NULL;
6658 skinframe->fog = NULL;
6659 skinframe->reflect = NULL;
6660 skinframe->hasalpha = false;
6662 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6666 if (developer_loading.integer)
6667 Con_Printf("loading 32bit skin \"%s\"\n", name);
6669 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6671 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6672 temp2 = temp1 + width * height * 4;
6673 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6674 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6677 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6678 if (textureflags & TEXF_ALPHA)
6680 for (i = 3;i < width * height * 4;i += 4)
6682 if (skindata[i] < 255)
6684 skinframe->hasalpha = true;
6688 if (r_loadfog && skinframe->hasalpha)
6690 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6691 memcpy(fogpixels, skindata, width * height * 4);
6692 for (i = 0;i < width * height * 4;i += 4)
6693 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6694 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6695 Mem_Free(fogpixels);
6699 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6700 //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]);
6705 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6709 skinframe_t *skinframe;
6711 if (cls.state == ca_dedicated)
6714 // if already loaded just return it, otherwise make a new skinframe
6715 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6716 if (skinframe && skinframe->base)
6719 skinframe->stain = NULL;
6720 skinframe->merged = NULL;
6721 skinframe->base = NULL;
6722 skinframe->pants = NULL;
6723 skinframe->shirt = NULL;
6724 skinframe->nmap = NULL;
6725 skinframe->gloss = NULL;
6726 skinframe->glow = NULL;
6727 skinframe->fog = NULL;
6728 skinframe->reflect = NULL;
6729 skinframe->hasalpha = false;
6731 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6735 if (developer_loading.integer)
6736 Con_Printf("loading quake skin \"%s\"\n", name);
6738 // 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)
6739 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6740 memcpy(skinframe->qpixels, skindata, width*height);
6741 skinframe->qwidth = width;
6742 skinframe->qheight = height;
6745 for (i = 0;i < width * height;i++)
6746 featuresmask |= palette_featureflags[skindata[i]];
6748 skinframe->hasalpha = false;
6749 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6750 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6751 skinframe->qgeneratemerged = true;
6752 skinframe->qgeneratebase = skinframe->qhascolormapping;
6753 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6755 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6756 //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]);
6761 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6765 unsigned char *skindata;
6767 if (!skinframe->qpixels)
6770 if (!skinframe->qhascolormapping)
6771 colormapped = false;
6775 if (!skinframe->qgeneratebase)
6780 if (!skinframe->qgeneratemerged)
6784 width = skinframe->qwidth;
6785 height = skinframe->qheight;
6786 skindata = skinframe->qpixels;
6788 if (skinframe->qgeneratenmap)
6790 unsigned char *temp1, *temp2;
6791 skinframe->qgeneratenmap = false;
6792 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6793 temp2 = temp1 + width * height * 4;
6794 // use either a custom palette or the quake palette
6795 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6796 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6797 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6801 if (skinframe->qgenerateglow)
6803 skinframe->qgenerateglow = false;
6804 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6809 skinframe->qgeneratebase = false;
6810 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);
6811 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6812 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6816 skinframe->qgeneratemerged = false;
6817 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);
6820 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6822 Mem_Free(skinframe->qpixels);
6823 skinframe->qpixels = NULL;
6827 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)
6830 skinframe_t *skinframe;
6832 if (cls.state == ca_dedicated)
6835 // if already loaded just return it, otherwise make a new skinframe
6836 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6837 if (skinframe && skinframe->base)
6840 skinframe->stain = NULL;
6841 skinframe->merged = NULL;
6842 skinframe->base = NULL;
6843 skinframe->pants = NULL;
6844 skinframe->shirt = NULL;
6845 skinframe->nmap = NULL;
6846 skinframe->gloss = NULL;
6847 skinframe->glow = NULL;
6848 skinframe->fog = NULL;
6849 skinframe->reflect = NULL;
6850 skinframe->hasalpha = false;
6852 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6856 if (developer_loading.integer)
6857 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6859 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6860 if (textureflags & TEXF_ALPHA)
6862 for (i = 0;i < width * height;i++)
6864 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6866 skinframe->hasalpha = true;
6870 if (r_loadfog && skinframe->hasalpha)
6871 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6874 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6875 //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]);
6880 skinframe_t *R_SkinFrame_LoadMissing(void)
6882 skinframe_t *skinframe;
6884 if (cls.state == ca_dedicated)
6887 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6888 skinframe->stain = NULL;
6889 skinframe->merged = NULL;
6890 skinframe->base = NULL;
6891 skinframe->pants = NULL;
6892 skinframe->shirt = NULL;
6893 skinframe->nmap = NULL;
6894 skinframe->gloss = NULL;
6895 skinframe->glow = NULL;
6896 skinframe->fog = NULL;
6897 skinframe->reflect = NULL;
6898 skinframe->hasalpha = false;
6900 skinframe->avgcolor[0] = rand() / RAND_MAX;
6901 skinframe->avgcolor[1] = rand() / RAND_MAX;
6902 skinframe->avgcolor[2] = rand() / RAND_MAX;
6903 skinframe->avgcolor[3] = 1;
6908 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6909 typedef struct suffixinfo_s
6912 qboolean flipx, flipy, flipdiagonal;
6915 static suffixinfo_t suffix[3][6] =
6918 {"px", false, false, false},
6919 {"nx", false, false, false},
6920 {"py", false, false, false},
6921 {"ny", false, false, false},
6922 {"pz", false, false, false},
6923 {"nz", false, false, false}
6926 {"posx", false, false, false},
6927 {"negx", false, false, false},
6928 {"posy", false, false, false},
6929 {"negy", false, false, false},
6930 {"posz", false, false, false},
6931 {"negz", false, false, false}
6934 {"rt", true, false, true},
6935 {"lf", false, true, true},
6936 {"ft", true, true, false},
6937 {"bk", false, false, false},
6938 {"up", true, false, true},
6939 {"dn", true, false, true}
6943 static int componentorder[4] = {0, 1, 2, 3};
6945 rtexture_t *R_LoadCubemap(const char *basename)
6947 int i, j, cubemapsize;
6948 unsigned char *cubemappixels, *image_buffer;
6949 rtexture_t *cubemaptexture;
6951 // must start 0 so the first loadimagepixels has no requested width/height
6953 cubemappixels = NULL;
6954 cubemaptexture = NULL;
6955 // keep trying different suffix groups (posx, px, rt) until one loads
6956 for (j = 0;j < 3 && !cubemappixels;j++)
6958 // load the 6 images in the suffix group
6959 for (i = 0;i < 6;i++)
6961 // generate an image name based on the base and and suffix
6962 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6964 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6966 // an image loaded, make sure width and height are equal
6967 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6969 // if this is the first image to load successfully, allocate the cubemap memory
6970 if (!cubemappixels && image_width >= 1)
6972 cubemapsize = image_width;
6973 // note this clears to black, so unavailable sides are black
6974 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6976 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6978 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);
6981 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6983 Mem_Free(image_buffer);
6987 // if a cubemap loaded, upload it
6990 if (developer_loading.integer)
6991 Con_Printf("loading cubemap \"%s\"\n", basename);
6993 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6994 Mem_Free(cubemappixels);
6998 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6999 if (developer_loading.integer)
7001 Con_Printf("(tried tried images ");
7002 for (j = 0;j < 3;j++)
7003 for (i = 0;i < 6;i++)
7004 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7005 Con_Print(" and was unable to find any of them).\n");
7008 return cubemaptexture;
7011 rtexture_t *R_GetCubemap(const char *basename)
7014 for (i = 0;i < r_texture_numcubemaps;i++)
7015 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7016 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7017 if (i >= MAX_CUBEMAPS)
7018 return r_texture_whitecube;
7019 r_texture_numcubemaps++;
7020 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7021 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7022 return r_texture_cubemaps[i].texture;
7025 void R_FreeCubemaps(void)
7028 for (i = 0;i < r_texture_numcubemaps;i++)
7030 if (developer_loading.integer)
7031 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7032 if (r_texture_cubemaps[i].texture)
7033 R_FreeTexture(r_texture_cubemaps[i].texture);
7035 r_texture_numcubemaps = 0;
7038 void R_Main_FreeViewCache(void)
7040 if (r_refdef.viewcache.entityvisible)
7041 Mem_Free(r_refdef.viewcache.entityvisible);
7042 if (r_refdef.viewcache.world_pvsbits)
7043 Mem_Free(r_refdef.viewcache.world_pvsbits);
7044 if (r_refdef.viewcache.world_leafvisible)
7045 Mem_Free(r_refdef.viewcache.world_leafvisible);
7046 if (r_refdef.viewcache.world_surfacevisible)
7047 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7048 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7051 void R_Main_ResizeViewCache(void)
7053 int numentities = r_refdef.scene.numentities;
7054 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7055 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7056 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7057 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7058 if (r_refdef.viewcache.maxentities < numentities)
7060 r_refdef.viewcache.maxentities = numentities;
7061 if (r_refdef.viewcache.entityvisible)
7062 Mem_Free(r_refdef.viewcache.entityvisible);
7063 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7065 if (r_refdef.viewcache.world_numclusters != numclusters)
7067 r_refdef.viewcache.world_numclusters = numclusters;
7068 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7069 if (r_refdef.viewcache.world_pvsbits)
7070 Mem_Free(r_refdef.viewcache.world_pvsbits);
7071 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7073 if (r_refdef.viewcache.world_numleafs != numleafs)
7075 r_refdef.viewcache.world_numleafs = numleafs;
7076 if (r_refdef.viewcache.world_leafvisible)
7077 Mem_Free(r_refdef.viewcache.world_leafvisible);
7078 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7080 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7082 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7083 if (r_refdef.viewcache.world_surfacevisible)
7084 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7085 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7089 extern rtexture_t *loadingscreentexture;
7090 void gl_main_start(void)
7092 loadingscreentexture = NULL;
7093 r_texture_blanknormalmap = NULL;
7094 r_texture_white = NULL;
7095 r_texture_grey128 = NULL;
7096 r_texture_black = NULL;
7097 r_texture_whitecube = NULL;
7098 r_texture_normalizationcube = NULL;
7099 r_texture_fogattenuation = NULL;
7100 r_texture_fogheighttexture = NULL;
7101 r_texture_gammaramps = NULL;
7102 r_texture_numcubemaps = 0;
7104 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7105 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7107 switch(vid.renderpath)
7109 case RENDERPATH_GL20:
7110 case RENDERPATH_CGGL:
7111 case RENDERPATH_D3D9:
7112 case RENDERPATH_D3D10:
7113 case RENDERPATH_D3D11:
7114 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7115 Cvar_SetValueQuick(&gl_combine, 1);
7116 Cvar_SetValueQuick(&r_glsl, 1);
7117 r_loadnormalmap = true;
7121 case RENDERPATH_GL13:
7122 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7123 Cvar_SetValueQuick(&gl_combine, 1);
7124 Cvar_SetValueQuick(&r_glsl, 0);
7125 r_loadnormalmap = false;
7126 r_loadgloss = false;
7129 case RENDERPATH_GL11:
7130 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7131 Cvar_SetValueQuick(&gl_combine, 0);
7132 Cvar_SetValueQuick(&r_glsl, 0);
7133 r_loadnormalmap = false;
7134 r_loadgloss = false;
7140 R_FrameData_Reset();
7144 memset(r_queries, 0, sizeof(r_queries));
7146 r_qwskincache = NULL;
7147 r_qwskincache_size = 0;
7149 // set up r_skinframe loading system for textures
7150 memset(&r_skinframe, 0, sizeof(r_skinframe));
7151 r_skinframe.loadsequence = 1;
7152 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7154 r_main_texturepool = R_AllocTexturePool();
7155 R_BuildBlankTextures();
7157 if (vid.support.arb_texture_cube_map)
7160 R_BuildNormalizationCube();
7162 r_texture_fogattenuation = NULL;
7163 r_texture_fogheighttexture = NULL;
7164 r_texture_gammaramps = NULL;
7165 //r_texture_fogintensity = NULL;
7166 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7167 memset(&r_waterstate, 0, sizeof(r_waterstate));
7168 r_glsl_permutation = NULL;
7169 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7170 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7171 glslshaderstring = NULL;
7173 r_cg_permutation = NULL;
7174 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7175 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7176 cgshaderstring = NULL;
7179 r_hlsl_permutation = NULL;
7180 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7181 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7182 hlslshaderstring = NULL;
7184 memset(&r_svbsp, 0, sizeof (r_svbsp));
7186 r_refdef.fogmasktable_density = 0;
7189 void gl_main_shutdown(void)
7192 R_FrameData_Reset();
7194 R_Main_FreeViewCache();
7196 switch(vid.renderpath)
7198 case RENDERPATH_GL11:
7199 case RENDERPATH_GL13:
7200 case RENDERPATH_GL20:
7201 case RENDERPATH_CGGL:
7203 qglDeleteQueriesARB(r_maxqueries, r_queries);
7205 case RENDERPATH_D3D9:
7206 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7208 case RENDERPATH_D3D10:
7209 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7211 case RENDERPATH_D3D11:
7212 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7218 memset(r_queries, 0, sizeof(r_queries));
7220 r_qwskincache = NULL;
7221 r_qwskincache_size = 0;
7223 // clear out the r_skinframe state
7224 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7225 memset(&r_skinframe, 0, sizeof(r_skinframe));
7228 Mem_Free(r_svbsp.nodes);
7229 memset(&r_svbsp, 0, sizeof (r_svbsp));
7230 R_FreeTexturePool(&r_main_texturepool);
7231 loadingscreentexture = NULL;
7232 r_texture_blanknormalmap = NULL;
7233 r_texture_white = NULL;
7234 r_texture_grey128 = NULL;
7235 r_texture_black = NULL;
7236 r_texture_whitecube = NULL;
7237 r_texture_normalizationcube = NULL;
7238 r_texture_fogattenuation = NULL;
7239 r_texture_fogheighttexture = NULL;
7240 r_texture_gammaramps = NULL;
7241 r_texture_numcubemaps = 0;
7242 //r_texture_fogintensity = NULL;
7243 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7244 memset(&r_waterstate, 0, sizeof(r_waterstate));
7248 extern void CL_ParseEntityLump(char *entitystring);
7249 void gl_main_newmap(void)
7251 // FIXME: move this code to client
7252 char *entities, entname[MAX_QPATH];
7254 Mem_Free(r_qwskincache);
7255 r_qwskincache = NULL;
7256 r_qwskincache_size = 0;
7259 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7260 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7262 CL_ParseEntityLump(entities);
7266 if (cl.worldmodel->brush.entities)
7267 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7269 R_Main_FreeViewCache();
7271 R_FrameData_Reset();
7274 void GL_Main_Init(void)
7276 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7278 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7279 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7280 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7281 if (gamemode == GAME_NEHAHRA)
7283 Cvar_RegisterVariable (&gl_fogenable);
7284 Cvar_RegisterVariable (&gl_fogdensity);
7285 Cvar_RegisterVariable (&gl_fogred);
7286 Cvar_RegisterVariable (&gl_foggreen);
7287 Cvar_RegisterVariable (&gl_fogblue);
7288 Cvar_RegisterVariable (&gl_fogstart);
7289 Cvar_RegisterVariable (&gl_fogend);
7290 Cvar_RegisterVariable (&gl_skyclip);
7292 Cvar_RegisterVariable(&r_motionblur);
7293 Cvar_RegisterVariable(&r_motionblur_maxblur);
7294 Cvar_RegisterVariable(&r_motionblur_bmin);
7295 Cvar_RegisterVariable(&r_motionblur_vmin);
7296 Cvar_RegisterVariable(&r_motionblur_vmax);
7297 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7298 Cvar_RegisterVariable(&r_motionblur_randomize);
7299 Cvar_RegisterVariable(&r_damageblur);
7300 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7301 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7302 Cvar_RegisterVariable(&r_equalize_entities_by);
7303 Cvar_RegisterVariable(&r_equalize_entities_to);
7304 Cvar_RegisterVariable(&r_depthfirst);
7305 Cvar_RegisterVariable(&r_useinfinitefarclip);
7306 Cvar_RegisterVariable(&r_farclip_base);
7307 Cvar_RegisterVariable(&r_farclip_world);
7308 Cvar_RegisterVariable(&r_nearclip);
7309 Cvar_RegisterVariable(&r_showbboxes);
7310 Cvar_RegisterVariable(&r_showsurfaces);
7311 Cvar_RegisterVariable(&r_showtris);
7312 Cvar_RegisterVariable(&r_shownormals);
7313 Cvar_RegisterVariable(&r_showlighting);
7314 Cvar_RegisterVariable(&r_showshadowvolumes);
7315 Cvar_RegisterVariable(&r_showcollisionbrushes);
7316 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7317 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7318 Cvar_RegisterVariable(&r_showdisabledepthtest);
7319 Cvar_RegisterVariable(&r_drawportals);
7320 Cvar_RegisterVariable(&r_drawentities);
7321 Cvar_RegisterVariable(&r_draw2d);
7322 Cvar_RegisterVariable(&r_drawworld);
7323 Cvar_RegisterVariable(&r_cullentities_trace);
7324 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7325 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7326 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7327 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7328 Cvar_RegisterVariable(&r_drawviewmodel);
7329 Cvar_RegisterVariable(&r_drawexteriormodel);
7330 Cvar_RegisterVariable(&r_speeds);
7331 Cvar_RegisterVariable(&r_fullbrights);
7332 Cvar_RegisterVariable(&r_wateralpha);
7333 Cvar_RegisterVariable(&r_dynamic);
7334 Cvar_RegisterVariable(&r_fullbright);
7335 Cvar_RegisterVariable(&r_shadows);
7336 Cvar_RegisterVariable(&r_shadows_darken);
7337 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7338 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7339 Cvar_RegisterVariable(&r_shadows_throwdistance);
7340 Cvar_RegisterVariable(&r_shadows_throwdirection);
7341 Cvar_RegisterVariable(&r_shadows_focus);
7342 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7343 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7344 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7345 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7346 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7347 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7348 Cvar_RegisterVariable(&r_fog_exp2);
7349 Cvar_RegisterVariable(&r_drawfog);
7350 Cvar_RegisterVariable(&r_transparentdepthmasking);
7351 Cvar_RegisterVariable(&r_texture_dds_load);
7352 Cvar_RegisterVariable(&r_texture_dds_save);
7353 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7354 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7355 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7356 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7357 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7358 Cvar_RegisterVariable(&r_textureunits);
7359 Cvar_RegisterVariable(&gl_combine);
7360 Cvar_RegisterVariable(&r_glsl);
7361 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7362 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7363 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7364 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7365 Cvar_RegisterVariable(&r_glsl_postprocess);
7366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7369 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7370 Cvar_RegisterVariable(&r_water);
7371 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7372 Cvar_RegisterVariable(&r_water_clippingplanebias);
7373 Cvar_RegisterVariable(&r_water_refractdistort);
7374 Cvar_RegisterVariable(&r_water_reflectdistort);
7375 Cvar_RegisterVariable(&r_lerpsprites);
7376 Cvar_RegisterVariable(&r_lerpmodels);
7377 Cvar_RegisterVariable(&r_lerplightstyles);
7378 Cvar_RegisterVariable(&r_waterscroll);
7379 Cvar_RegisterVariable(&r_bloom);
7380 Cvar_RegisterVariable(&r_bloom_colorscale);
7381 Cvar_RegisterVariable(&r_bloom_brighten);
7382 Cvar_RegisterVariable(&r_bloom_blur);
7383 Cvar_RegisterVariable(&r_bloom_resolution);
7384 Cvar_RegisterVariable(&r_bloom_colorexponent);
7385 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7386 Cvar_RegisterVariable(&r_hdr);
7387 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7388 Cvar_RegisterVariable(&r_hdr_glowintensity);
7389 Cvar_RegisterVariable(&r_hdr_range);
7390 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7391 Cvar_RegisterVariable(&developer_texturelogging);
7392 Cvar_RegisterVariable(&gl_lightmaps);
7393 Cvar_RegisterVariable(&r_test);
7394 Cvar_RegisterVariable(&r_glsl_saturation);
7395 Cvar_RegisterVariable(&r_framedatasize);
7396 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7397 Cvar_SetValue("r_fullbrights", 0);
7398 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7400 Cvar_RegisterVariable(&r_track_sprites);
7401 Cvar_RegisterVariable(&r_track_sprites_flags);
7402 Cvar_RegisterVariable(&r_track_sprites_scalew);
7403 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7404 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7405 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7408 extern void R_Textures_Init(void);
7409 extern void GL_Draw_Init(void);
7410 extern void GL_Main_Init(void);
7411 extern void R_Shadow_Init(void);
7412 extern void R_Sky_Init(void);
7413 extern void GL_Surf_Init(void);
7414 extern void R_Particles_Init(void);
7415 extern void R_Explosion_Init(void);
7416 extern void gl_backend_init(void);
7417 extern void Sbar_Init(void);
7418 extern void R_LightningBeams_Init(void);
7419 extern void Mod_RenderInit(void);
7420 extern void Font_Init(void);
7422 void Render_Init(void)
7435 R_LightningBeams_Init();
7444 extern char *ENGINE_EXTENSIONS;
7447 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7448 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7449 gl_version = (const char *)qglGetString(GL_VERSION);
7450 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7454 if (!gl_platformextensions)
7455 gl_platformextensions = "";
7457 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7458 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7459 Con_Printf("GL_VERSION: %s\n", gl_version);
7460 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7461 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7463 VID_CheckExtensions();
7465 // LordHavoc: report supported extensions
7466 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7468 // clear to black (loading plaque will be seen over this)
7469 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7472 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7476 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7478 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7481 p = r_refdef.view.frustum + i;
7486 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7490 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7494 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7498 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7502 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7506 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7510 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7514 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7522 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7526 for (i = 0;i < numplanes;i++)
7533 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7537 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7541 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7545 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7549 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7553 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7557 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7561 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7569 //==================================================================================
7571 // LordHavoc: this stores temporary data used within the same frame
7573 qboolean r_framedata_failed;
7574 static size_t r_framedata_size;
7575 static size_t r_framedata_current;
7576 static void *r_framedata_base;
7578 void R_FrameData_Reset(void)
7580 if (r_framedata_base)
7581 Mem_Free(r_framedata_base);
7582 r_framedata_base = NULL;
7583 r_framedata_size = 0;
7584 r_framedata_current = 0;
7585 r_framedata_failed = false;
7588 void R_FrameData_NewFrame(void)
7591 if (r_framedata_failed)
7592 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7593 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7594 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7595 if (r_framedata_size != wantedsize)
7597 r_framedata_size = wantedsize;
7598 if (r_framedata_base)
7599 Mem_Free(r_framedata_base);
7600 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7602 r_framedata_current = 0;
7603 r_framedata_failed = false;
7606 void *R_FrameData_Alloc(size_t size)
7610 // align to 16 byte boundary
7611 size = (size + 15) & ~15;
7612 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7613 r_framedata_current += size;
7616 if (r_framedata_current > r_framedata_size)
7617 r_framedata_failed = true;
7619 // return NULL on everything after a failure
7620 if (r_framedata_failed)
7626 void *R_FrameData_Store(size_t size, void *data)
7628 void *d = R_FrameData_Alloc(size);
7630 memcpy(d, data, size);
7634 //==================================================================================
7636 // LordHavoc: animcache originally written by Echon, rewritten since then
7639 * Animation cache prevents re-generating mesh data for an animated model
7640 * multiple times in one frame for lighting, shadowing, reflections, etc.
7643 void R_AnimCache_Free(void)
7647 void R_AnimCache_ClearCache(void)
7650 entity_render_t *ent;
7652 for (i = 0;i < r_refdef.scene.numentities;i++)
7654 ent = r_refdef.scene.entities[i];
7655 ent->animcache_vertex3f = NULL;
7656 ent->animcache_normal3f = NULL;
7657 ent->animcache_svector3f = NULL;
7658 ent->animcache_tvector3f = NULL;
7659 ent->animcache_vertexposition = NULL;
7660 ent->animcache_vertexmesh = NULL;
7661 ent->animcache_vertexpositionbuffer = NULL;
7662 ent->animcache_vertexmeshbuffer = NULL;
7666 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7669 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7670 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7671 if (!ent->animcache_vertexposition)
7672 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7673 if (ent->animcache_vertexposition)
7675 for (i = 0;i < numvertices;i++)
7676 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7677 // TODO: upload vertex buffer?
7679 if (ent->animcache_vertexmesh)
7681 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7682 for (i = 0;i < numvertices;i++)
7683 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7684 if (ent->animcache_svector3f)
7685 for (i = 0;i < numvertices;i++)
7686 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7687 if (ent->animcache_tvector3f)
7688 for (i = 0;i < numvertices;i++)
7689 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7690 if (ent->animcache_normal3f)
7691 for (i = 0;i < numvertices;i++)
7692 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7693 // TODO: upload vertex buffer?
7697 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7699 dp_model_t *model = ent->model;
7701 // see if it's already cached this frame
7702 if (ent->animcache_vertex3f)
7704 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7705 if (wantnormals || wanttangents)
7707 if (ent->animcache_normal3f)
7708 wantnormals = false;
7709 if (ent->animcache_svector3f)
7710 wanttangents = false;
7711 if (wantnormals || wanttangents)
7713 numvertices = model->surfmesh.num_vertices;
7715 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7718 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7719 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7721 if (!r_framedata_failed)
7723 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7724 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7731 // see if this ent is worth caching
7732 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7734 // get some memory for this entity and generate mesh data
7735 numvertices = model->surfmesh.num_vertices;
7736 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7738 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7741 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7742 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7744 if (!r_framedata_failed)
7746 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7747 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7750 return !r_framedata_failed;
7753 void R_AnimCache_CacheVisibleEntities(void)
7756 qboolean wantnormals = true;
7757 qboolean wanttangents = !r_showsurfaces.integer;
7759 switch(vid.renderpath)
7761 case RENDERPATH_GL20:
7762 case RENDERPATH_CGGL:
7763 case RENDERPATH_D3D9:
7764 case RENDERPATH_D3D10:
7765 case RENDERPATH_D3D11:
7767 case RENDERPATH_GL13:
7768 case RENDERPATH_GL11:
7769 wanttangents = false;
7773 if (r_shownormals.integer)
7774 wanttangents = wantnormals = true;
7776 // TODO: thread this
7777 // NOTE: R_PrepareRTLights() also caches entities
7779 for (i = 0;i < r_refdef.scene.numentities;i++)
7780 if (r_refdef.viewcache.entityvisible[i])
7781 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7784 //==================================================================================
7786 static void R_View_UpdateEntityLighting (void)
7789 entity_render_t *ent;
7790 vec3_t tempdiffusenormal, avg;
7791 vec_t f, fa, fd, fdd;
7792 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7794 for (i = 0;i < r_refdef.scene.numentities;i++)
7796 ent = r_refdef.scene.entities[i];
7798 // skip unseen models
7799 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7803 if (ent->model && ent->model->brush.num_leafs)
7805 // TODO: use modellight for r_ambient settings on world?
7806 VectorSet(ent->modellight_ambient, 0, 0, 0);
7807 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7808 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7812 // fetch the lighting from the worldmodel data
7813 VectorClear(ent->modellight_ambient);
7814 VectorClear(ent->modellight_diffuse);
7815 VectorClear(tempdiffusenormal);
7816 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7819 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7820 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7821 if(ent->flags & RENDER_EQUALIZE)
7823 // first fix up ambient lighting...
7824 if(r_equalize_entities_minambient.value > 0)
7826 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7829 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7830 if(fa < r_equalize_entities_minambient.value * fd)
7833 // fa'/fd' = minambient
7834 // fa'+0.25*fd' = fa+0.25*fd
7836 // fa' = fd' * minambient
7837 // fd'*(0.25+minambient) = fa+0.25*fd
7839 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7840 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7842 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7843 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
7844 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7845 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7850 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7852 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7853 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7856 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7857 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7858 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7864 VectorSet(ent->modellight_ambient, 1, 1, 1);
7866 // move the light direction into modelspace coordinates for lighting code
7867 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7868 if(VectorLength2(ent->modellight_lightdir) == 0)
7869 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7870 VectorNormalize(ent->modellight_lightdir);
7874 #define MAX_LINEOFSIGHTTRACES 64
7876 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7879 vec3_t boxmins, boxmaxs;
7882 dp_model_t *model = r_refdef.scene.worldmodel;
7884 if (!model || !model->brush.TraceLineOfSight)
7887 // expand the box a little
7888 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7889 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7890 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7891 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7892 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7893 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7895 // return true if eye is inside enlarged box
7896 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7900 VectorCopy(eye, start);
7901 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7902 if (model->brush.TraceLineOfSight(model, start, end))
7905 // try various random positions
7906 for (i = 0;i < numsamples;i++)
7908 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7909 if (model->brush.TraceLineOfSight(model, start, end))
7917 static void R_View_UpdateEntityVisible (void)
7922 entity_render_t *ent;
7924 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7925 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7926 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7927 : RENDER_EXTERIORMODEL;
7928 if (!r_drawviewmodel.integer)
7929 renderimask |= RENDER_VIEWMODEL;
7930 if (!r_drawexteriormodel.integer)
7931 renderimask |= RENDER_EXTERIORMODEL;
7932 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7934 // worldmodel can check visibility
7935 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7936 for (i = 0;i < r_refdef.scene.numentities;i++)
7938 ent = r_refdef.scene.entities[i];
7939 if (!(ent->flags & renderimask))
7940 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)))
7941 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))
7942 r_refdef.viewcache.entityvisible[i] = true;
7944 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7945 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7947 for (i = 0;i < r_refdef.scene.numentities;i++)
7949 ent = r_refdef.scene.entities[i];
7950 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7952 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7954 continue; // temp entities do pvs only
7955 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7956 ent->last_trace_visibility = realtime;
7957 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7958 r_refdef.viewcache.entityvisible[i] = 0;
7965 // no worldmodel or it can't check visibility
7966 for (i = 0;i < r_refdef.scene.numentities;i++)
7968 ent = r_refdef.scene.entities[i];
7969 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));
7974 /// only used if skyrendermasked, and normally returns false
7975 int R_DrawBrushModelsSky (void)
7978 entity_render_t *ent;
7981 for (i = 0;i < r_refdef.scene.numentities;i++)
7983 if (!r_refdef.viewcache.entityvisible[i])
7985 ent = r_refdef.scene.entities[i];
7986 if (!ent->model || !ent->model->DrawSky)
7988 ent->model->DrawSky(ent);
7994 static void R_DrawNoModel(entity_render_t *ent);
7995 static void R_DrawModels(void)
7998 entity_render_t *ent;
8000 for (i = 0;i < r_refdef.scene.numentities;i++)
8002 if (!r_refdef.viewcache.entityvisible[i])
8004 ent = r_refdef.scene.entities[i];
8005 r_refdef.stats.entities++;
8006 if (ent->model && ent->model->Draw != NULL)
8007 ent->model->Draw(ent);
8013 static void R_DrawModelsDepth(void)
8016 entity_render_t *ent;
8018 for (i = 0;i < r_refdef.scene.numentities;i++)
8020 if (!r_refdef.viewcache.entityvisible[i])
8022 ent = r_refdef.scene.entities[i];
8023 if (ent->model && ent->model->DrawDepth != NULL)
8024 ent->model->DrawDepth(ent);
8028 static void R_DrawModelsDebug(void)
8031 entity_render_t *ent;
8033 for (i = 0;i < r_refdef.scene.numentities;i++)
8035 if (!r_refdef.viewcache.entityvisible[i])
8037 ent = r_refdef.scene.entities[i];
8038 if (ent->model && ent->model->DrawDebug != NULL)
8039 ent->model->DrawDebug(ent);
8043 static void R_DrawModelsAddWaterPlanes(void)
8046 entity_render_t *ent;
8048 for (i = 0;i < r_refdef.scene.numentities;i++)
8050 if (!r_refdef.viewcache.entityvisible[i])
8052 ent = r_refdef.scene.entities[i];
8053 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8054 ent->model->DrawAddWaterPlanes(ent);
8058 static void R_View_SetFrustum(void)
8061 double slopex, slopey;
8062 vec3_t forward, left, up, origin;
8064 // we can't trust r_refdef.view.forward and friends in reflected scenes
8065 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8068 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8069 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8070 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8071 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8072 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8073 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8074 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8075 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8076 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8077 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8078 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8079 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8083 zNear = r_refdef.nearclip;
8084 nudge = 1.0 - 1.0 / (1<<23);
8085 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8086 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8087 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8088 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8089 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8090 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8091 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8092 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8098 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8099 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8100 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8101 r_refdef.view.frustum[0].dist = m[15] - m[12];
8103 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8104 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8105 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8106 r_refdef.view.frustum[1].dist = m[15] + m[12];
8108 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8109 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8110 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8111 r_refdef.view.frustum[2].dist = m[15] - m[13];
8113 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8114 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8115 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8116 r_refdef.view.frustum[3].dist = m[15] + m[13];
8118 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8119 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8120 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8121 r_refdef.view.frustum[4].dist = m[15] - m[14];
8123 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8124 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8125 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8126 r_refdef.view.frustum[5].dist = m[15] + m[14];
8129 if (r_refdef.view.useperspective)
8131 slopex = 1.0 / r_refdef.view.frustum_x;
8132 slopey = 1.0 / r_refdef.view.frustum_y;
8133 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8134 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8135 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8136 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8137 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8139 // Leaving those out was a mistake, those were in the old code, and they
8140 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8141 // I couldn't reproduce it after adding those normalizations. --blub
8142 VectorNormalize(r_refdef.view.frustum[0].normal);
8143 VectorNormalize(r_refdef.view.frustum[1].normal);
8144 VectorNormalize(r_refdef.view.frustum[2].normal);
8145 VectorNormalize(r_refdef.view.frustum[3].normal);
8147 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8148 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]);
8149 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]);
8150 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]);
8151 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]);
8153 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8154 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8155 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8156 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8157 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8161 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8162 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8163 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8164 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8165 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8166 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8167 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8168 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8169 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8170 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8172 r_refdef.view.numfrustumplanes = 5;
8174 if (r_refdef.view.useclipplane)
8176 r_refdef.view.numfrustumplanes = 6;
8177 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8180 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8181 PlaneClassify(r_refdef.view.frustum + i);
8183 // LordHavoc: note to all quake engine coders, Quake had a special case
8184 // for 90 degrees which assumed a square view (wrong), so I removed it,
8185 // Quake2 has it disabled as well.
8187 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8188 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8189 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8190 //PlaneClassify(&frustum[0]);
8192 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8193 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8194 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8195 //PlaneClassify(&frustum[1]);
8197 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8198 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8199 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8200 //PlaneClassify(&frustum[2]);
8202 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8203 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8204 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8205 //PlaneClassify(&frustum[3]);
8208 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8209 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8210 //PlaneClassify(&frustum[4]);
8213 void R_View_Update(void)
8215 R_Main_ResizeViewCache();
8216 R_View_SetFrustum();
8217 R_View_WorldVisibility(r_refdef.view.useclipplane);
8218 R_View_UpdateEntityVisible();
8219 R_View_UpdateEntityLighting();
8222 void R_SetupView(qboolean allowwaterclippingplane)
8224 const float *customclipplane = NULL;
8226 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8228 // LordHavoc: couldn't figure out how to make this approach the
8229 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8230 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8231 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8232 dist = r_refdef.view.clipplane.dist;
8233 plane[0] = r_refdef.view.clipplane.normal[0];
8234 plane[1] = r_refdef.view.clipplane.normal[1];
8235 plane[2] = r_refdef.view.clipplane.normal[2];
8237 customclipplane = plane;
8240 if (!r_refdef.view.useperspective)
8241 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);
8242 else if (vid.stencil && r_useinfinitefarclip.integer)
8243 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);
8245 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);
8246 R_SetViewport(&r_refdef.view.viewport);
8249 void R_EntityMatrix(const matrix4x4_t *matrix)
8251 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8253 gl_modelmatrixchanged = false;
8254 gl_modelmatrix = *matrix;
8255 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8256 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8257 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8258 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8260 switch(vid.renderpath)
8262 case RENDERPATH_D3D9:
8264 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8265 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8268 case RENDERPATH_D3D10:
8269 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8271 case RENDERPATH_D3D11:
8272 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8274 case RENDERPATH_GL20:
8275 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8276 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8277 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8279 case RENDERPATH_CGGL:
8282 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8283 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8284 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8287 case RENDERPATH_GL13:
8288 case RENDERPATH_GL11:
8289 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8295 void R_ResetViewRendering2D(void)
8297 r_viewport_t viewport;
8300 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8301 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);
8302 R_SetViewport(&viewport);
8303 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8304 GL_Color(1, 1, 1, 1);
8305 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8306 GL_BlendFunc(GL_ONE, GL_ZERO);
8307 GL_AlphaTest(false);
8308 GL_ScissorTest(false);
8309 GL_DepthMask(false);
8310 GL_DepthRange(0, 1);
8311 GL_DepthTest(false);
8312 GL_DepthFunc(GL_LEQUAL);
8313 R_EntityMatrix(&identitymatrix);
8314 R_Mesh_ResetTextureState();
8315 GL_PolygonOffset(0, 0);
8316 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8317 switch(vid.renderpath)
8319 case RENDERPATH_GL11:
8320 case RENDERPATH_GL13:
8321 case RENDERPATH_GL20:
8322 case RENDERPATH_CGGL:
8323 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8325 case RENDERPATH_D3D9:
8326 case RENDERPATH_D3D10:
8327 case RENDERPATH_D3D11:
8330 GL_CullFace(GL_NONE);
8333 void R_ResetViewRendering3D(void)
8338 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8339 GL_Color(1, 1, 1, 1);
8340 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8341 GL_BlendFunc(GL_ONE, GL_ZERO);
8342 GL_AlphaTest(false);
8343 GL_ScissorTest(true);
8345 GL_DepthRange(0, 1);
8347 GL_DepthFunc(GL_LEQUAL);
8348 R_EntityMatrix(&identitymatrix);
8349 R_Mesh_ResetTextureState();
8350 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8351 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8352 switch(vid.renderpath)
8354 case RENDERPATH_GL11:
8355 case RENDERPATH_GL13:
8356 case RENDERPATH_GL20:
8357 case RENDERPATH_CGGL:
8358 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8360 case RENDERPATH_D3D9:
8361 case RENDERPATH_D3D10:
8362 case RENDERPATH_D3D11:
8365 GL_CullFace(r_refdef.view.cullface_back);
8370 R_RenderView_UpdateViewVectors
8373 static void R_RenderView_UpdateViewVectors(void)
8375 // break apart the view matrix into vectors for various purposes
8376 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8377 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8378 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8379 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8380 // make an inverted copy of the view matrix for tracking sprites
8381 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8384 void R_RenderScene(void);
8385 void R_RenderWaterPlanes(void);
8387 static void R_Water_StartFrame(void)
8390 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8391 r_waterstate_waterplane_t *p;
8393 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8396 switch(vid.renderpath)
8398 case RENDERPATH_GL20:
8399 case RENDERPATH_CGGL:
8400 case RENDERPATH_D3D9:
8401 case RENDERPATH_D3D10:
8402 case RENDERPATH_D3D11:
8404 case RENDERPATH_GL13:
8405 case RENDERPATH_GL11:
8409 // set waterwidth and waterheight to the water resolution that will be
8410 // used (often less than the screen resolution for faster rendering)
8411 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8412 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8414 // calculate desired texture sizes
8415 // can't use water if the card does not support the texture size
8416 if (!r_water.integer || r_showsurfaces.integer)
8417 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8418 else if (vid.support.arb_texture_non_power_of_two)
8420 texturewidth = waterwidth;
8421 textureheight = waterheight;
8422 camerawidth = waterwidth;
8423 cameraheight = waterheight;
8427 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8428 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8429 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8430 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8433 // allocate textures as needed
8434 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8436 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8437 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8439 if (p->texture_refraction)
8440 R_FreeTexture(p->texture_refraction);
8441 p->texture_refraction = NULL;
8442 if (p->texture_reflection)
8443 R_FreeTexture(p->texture_reflection);
8444 p->texture_reflection = NULL;
8445 if (p->texture_camera)
8446 R_FreeTexture(p->texture_camera);
8447 p->texture_camera = NULL;
8449 memset(&r_waterstate, 0, sizeof(r_waterstate));
8450 r_waterstate.texturewidth = texturewidth;
8451 r_waterstate.textureheight = textureheight;
8452 r_waterstate.camerawidth = camerawidth;
8453 r_waterstate.cameraheight = cameraheight;
8456 if (r_waterstate.texturewidth)
8458 r_waterstate.enabled = true;
8460 // when doing a reduced render (HDR) we want to use a smaller area
8461 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8462 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8464 // set up variables that will be used in shader setup
8465 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8466 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8467 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8468 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8471 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8472 r_waterstate.numwaterplanes = 0;
8475 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8477 int triangleindex, planeindex;
8484 r_waterstate_waterplane_t *p;
8485 texture_t *t = R_GetCurrentTexture(surface->texture);
8486 cam_ent = t->camera_entity;
8487 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8490 // just use the first triangle with a valid normal for any decisions
8491 VectorClear(normal);
8492 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8494 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8495 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8496 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8497 TriangleNormal(vert[0], vert[1], vert[2], normal);
8498 if (VectorLength2(normal) >= 0.001)
8502 VectorCopy(normal, plane.normal);
8503 VectorNormalize(plane.normal);
8504 plane.dist = DotProduct(vert[0], plane.normal);
8505 PlaneClassify(&plane);
8506 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8508 // skip backfaces (except if nocullface is set)
8509 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8511 VectorNegate(plane.normal, plane.normal);
8513 PlaneClassify(&plane);
8517 // find a matching plane if there is one
8518 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8519 if(p->camera_entity == t->camera_entity)
8520 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8522 if (planeindex >= r_waterstate.maxwaterplanes)
8523 return; // nothing we can do, out of planes
8525 // if this triangle does not fit any known plane rendered this frame, add one
8526 if (planeindex >= r_waterstate.numwaterplanes)
8528 // store the new plane
8529 r_waterstate.numwaterplanes++;
8531 // clear materialflags and pvs
8532 p->materialflags = 0;
8533 p->pvsvalid = false;
8534 p->camera_entity = t->camera_entity;
8536 // merge this surface's materialflags into the waterplane
8537 p->materialflags |= t->currentmaterialflags;
8538 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8540 // merge this surface's PVS into the waterplane
8541 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8542 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8543 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8545 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8551 static void R_Water_ProcessPlanes(void)
8553 r_refdef_view_t originalview;
8554 r_refdef_view_t myview;
8556 r_waterstate_waterplane_t *p;
8559 originalview = r_refdef.view;
8561 // make sure enough textures are allocated
8562 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8564 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8566 if (!p->texture_refraction)
8567 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8568 if (!p->texture_refraction)
8571 else if (p->materialflags & MATERIALFLAG_CAMERA)
8573 if (!p->texture_camera)
8574 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8575 if (!p->texture_camera)
8579 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8581 if (!p->texture_reflection)
8582 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8583 if (!p->texture_reflection)
8589 r_refdef.view = originalview;
8590 r_refdef.view.showdebug = false;
8591 r_refdef.view.width = r_waterstate.waterwidth;
8592 r_refdef.view.height = r_waterstate.waterheight;
8593 r_refdef.view.useclipplane = true;
8594 myview = r_refdef.view;
8595 r_waterstate.renderingscene = true;
8596 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8598 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8600 r_refdef.view = myview;
8601 // render reflected scene and copy into texture
8602 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8603 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8604 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8605 r_refdef.view.clipplane = p->plane;
8606 // reverse the cullface settings for this render
8607 r_refdef.view.cullface_front = GL_FRONT;
8608 r_refdef.view.cullface_back = GL_BACK;
8609 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8611 r_refdef.view.usecustompvs = true;
8613 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8615 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8618 R_ResetViewRendering3D();
8619 R_ClearScreen(r_refdef.fogenabled);
8623 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);
8626 // render the normal view scene and copy into texture
8627 // (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)
8628 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8630 r_waterstate.renderingrefraction = true;
8631 r_refdef.view = myview;
8633 r_refdef.view.clipplane = p->plane;
8634 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8635 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8637 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8639 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8640 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8641 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8642 R_RenderView_UpdateViewVectors();
8643 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);
8646 PlaneClassify(&r_refdef.view.clipplane);
8648 R_ResetViewRendering3D();
8649 R_ClearScreen(r_refdef.fogenabled);
8653 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);
8654 r_waterstate.renderingrefraction = false;
8656 else if (p->materialflags & MATERIALFLAG_CAMERA)
8658 r_refdef.view = myview;
8660 r_refdef.view.clipplane = p->plane;
8661 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8662 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8664 r_refdef.view.width = r_waterstate.camerawidth;
8665 r_refdef.view.height = r_waterstate.cameraheight;
8666 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8667 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8669 if(p->camera_entity)
8671 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8672 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8675 // reverse the cullface settings for this render
8676 r_refdef.view.cullface_front = GL_FRONT;
8677 r_refdef.view.cullface_back = GL_BACK;
8678 // also reverse the view matrix
8679 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
8680 R_RenderView_UpdateViewVectors();
8681 if(p->camera_entity)
8682 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);
8684 // camera needs no clipplane
8685 r_refdef.view.useclipplane = false;
8687 PlaneClassify(&r_refdef.view.clipplane);
8689 R_ResetViewRendering3D();
8690 R_ClearScreen(r_refdef.fogenabled);
8694 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);
8695 r_waterstate.renderingrefraction = false;
8699 r_waterstate.renderingscene = false;
8700 r_refdef.view = originalview;
8701 R_ResetViewRendering3D();
8702 R_ClearScreen(r_refdef.fogenabled);
8706 r_refdef.view = originalview;
8707 r_waterstate.renderingscene = false;
8708 Cvar_SetValueQuick(&r_water, 0);
8709 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8713 void R_Bloom_StartFrame(void)
8715 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8717 switch(vid.renderpath)
8719 case RENDERPATH_GL20:
8720 case RENDERPATH_CGGL:
8721 case RENDERPATH_D3D9:
8722 case RENDERPATH_D3D10:
8723 case RENDERPATH_D3D11:
8725 case RENDERPATH_GL13:
8726 case RENDERPATH_GL11:
8730 // set bloomwidth and bloomheight to the bloom resolution that will be
8731 // used (often less than the screen resolution for faster rendering)
8732 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8733 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8734 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8735 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8736 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8738 // calculate desired texture sizes
8739 if (vid.support.arb_texture_non_power_of_two)
8741 screentexturewidth = r_refdef.view.width;
8742 screentextureheight = r_refdef.view.height;
8743 bloomtexturewidth = r_bloomstate.bloomwidth;
8744 bloomtextureheight = r_bloomstate.bloomheight;
8748 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8749 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8750 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8751 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8754 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))
8756 Cvar_SetValueQuick(&r_hdr, 0);
8757 Cvar_SetValueQuick(&r_bloom, 0);
8758 Cvar_SetValueQuick(&r_motionblur, 0);
8759 Cvar_SetValueQuick(&r_damageblur, 0);
8762 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)))
8763 screentexturewidth = screentextureheight = 0;
8764 if (!r_hdr.integer && !r_bloom.integer)
8765 bloomtexturewidth = bloomtextureheight = 0;
8767 // allocate textures as needed
8768 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8770 if (r_bloomstate.texture_screen)
8771 R_FreeTexture(r_bloomstate.texture_screen);
8772 r_bloomstate.texture_screen = NULL;
8773 r_bloomstate.screentexturewidth = screentexturewidth;
8774 r_bloomstate.screentextureheight = screentextureheight;
8775 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8776 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8778 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8780 if (r_bloomstate.texture_bloom)
8781 R_FreeTexture(r_bloomstate.texture_bloom);
8782 r_bloomstate.texture_bloom = NULL;
8783 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8784 r_bloomstate.bloomtextureheight = bloomtextureheight;
8785 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8786 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8789 // when doing a reduced render (HDR) we want to use a smaller area
8790 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8791 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8792 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8793 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8794 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8796 // set up a texcoord array for the full resolution screen image
8797 // (we have to keep this around to copy back during final render)
8798 r_bloomstate.screentexcoord2f[0] = 0;
8799 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8800 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8801 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8802 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8803 r_bloomstate.screentexcoord2f[5] = 0;
8804 r_bloomstate.screentexcoord2f[6] = 0;
8805 r_bloomstate.screentexcoord2f[7] = 0;
8807 // set up a texcoord array for the reduced resolution bloom image
8808 // (which will be additive blended over the screen image)
8809 r_bloomstate.bloomtexcoord2f[0] = 0;
8810 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8811 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8812 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8813 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8814 r_bloomstate.bloomtexcoord2f[5] = 0;
8815 r_bloomstate.bloomtexcoord2f[6] = 0;
8816 r_bloomstate.bloomtexcoord2f[7] = 0;
8818 switch(vid.renderpath)
8820 case RENDERPATH_D3D9:
8821 case RENDERPATH_D3D10:
8822 case RENDERPATH_D3D11:
8825 for (i = 0;i < 4;i++)
8827 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8828 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8829 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8830 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8836 if (r_hdr.integer || r_bloom.integer)
8838 r_bloomstate.enabled = true;
8839 r_bloomstate.hdr = r_hdr.integer != 0;
8842 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);
8845 void R_Bloom_CopyBloomTexture(float colorscale)
8847 r_refdef.stats.bloom++;
8849 // scale down screen texture to the bloom texture size
8851 R_SetViewport(&r_bloomstate.viewport);
8852 GL_BlendFunc(GL_ONE, GL_ZERO);
8853 GL_Color(colorscale, colorscale, colorscale, 1);
8854 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8855 switch(vid.renderpath)
8857 case RENDERPATH_GL11:
8858 case RENDERPATH_GL13:
8859 case RENDERPATH_GL20:
8860 case RENDERPATH_CGGL:
8861 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8863 case RENDERPATH_D3D9:
8864 case RENDERPATH_D3D10:
8865 case RENDERPATH_D3D11:
8866 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8869 // TODO: do boxfilter scale-down in shader?
8870 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8871 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8872 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8874 // we now have a bloom image in the framebuffer
8875 // copy it into the bloom image texture for later processing
8876 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);
8877 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8880 void R_Bloom_CopyHDRTexture(void)
8882 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);
8883 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8886 void R_Bloom_MakeTexture(void)
8889 float xoffset, yoffset, r, brighten;
8891 r_refdef.stats.bloom++;
8893 R_ResetViewRendering2D();
8895 // we have a bloom image in the framebuffer
8897 R_SetViewport(&r_bloomstate.viewport);
8899 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8902 r = bound(0, r_bloom_colorexponent.value / x, 1);
8903 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8905 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8906 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8907 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8908 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8910 // copy the vertically blurred bloom view to a texture
8911 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);
8912 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8915 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8916 brighten = r_bloom_brighten.value;
8918 brighten *= r_hdr_range.value;
8919 brighten = sqrt(brighten);
8921 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8922 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8924 for (dir = 0;dir < 2;dir++)
8926 // blend on at multiple vertical offsets to achieve a vertical blur
8927 // TODO: do offset blends using GLSL
8928 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8929 GL_BlendFunc(GL_ONE, GL_ZERO);
8930 for (x = -range;x <= range;x++)
8932 if (!dir){xoffset = 0;yoffset = x;}
8933 else {xoffset = x;yoffset = 0;}
8934 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8935 yoffset /= (float)r_bloomstate.bloomtextureheight;
8936 // compute a texcoord array with the specified x and y offset
8937 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8938 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8939 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8940 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8941 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8942 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8943 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8944 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8945 // this r value looks like a 'dot' particle, fading sharply to
8946 // black at the edges
8947 // (probably not realistic but looks good enough)
8948 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8949 //r = brighten/(range*2+1);
8950 r = brighten / (range * 2 + 1);
8952 r *= (1 - x*x/(float)(range*range));
8953 GL_Color(r, r, r, 1);
8954 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8955 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8956 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8957 GL_BlendFunc(GL_ONE, GL_ONE);
8960 // copy the vertically blurred bloom view to a texture
8961 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);
8962 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8966 void R_HDR_RenderBloomTexture(void)
8968 int oldwidth, oldheight;
8969 float oldcolorscale;
8971 oldcolorscale = r_refdef.view.colorscale;
8972 oldwidth = r_refdef.view.width;
8973 oldheight = r_refdef.view.height;
8974 r_refdef.view.width = r_bloomstate.bloomwidth;
8975 r_refdef.view.height = r_bloomstate.bloomheight;
8977 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8978 // TODO: add exposure compensation features
8979 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8981 r_refdef.view.showdebug = false;
8982 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8984 R_ResetViewRendering3D();
8986 R_ClearScreen(r_refdef.fogenabled);
8987 if (r_timereport_active)
8988 R_TimeReport("HDRclear");
8991 if (r_timereport_active)
8992 R_TimeReport("visibility");
8994 // only do secondary renders with HDR if r_hdr is 2 or higher
8995 r_waterstate.numwaterplanes = 0;
8996 if (r_waterstate.enabled && r_hdr.integer >= 2)
8997 R_RenderWaterPlanes();
8999 r_refdef.view.showdebug = true;
9001 r_waterstate.numwaterplanes = 0;
9003 R_ResetViewRendering2D();
9005 R_Bloom_CopyHDRTexture();
9006 R_Bloom_MakeTexture();
9008 // restore the view settings
9009 r_refdef.view.width = oldwidth;
9010 r_refdef.view.height = oldheight;
9011 r_refdef.view.colorscale = oldcolorscale;
9013 R_ResetViewRendering3D();
9015 R_ClearScreen(r_refdef.fogenabled);
9016 if (r_timereport_active)
9017 R_TimeReport("viewclear");
9020 static void R_BlendView(void)
9022 unsigned int permutation;
9023 float uservecs[4][4];
9025 switch (vid.renderpath)
9027 case RENDERPATH_GL20:
9028 case RENDERPATH_CGGL:
9029 case RENDERPATH_D3D9:
9030 case RENDERPATH_D3D10:
9031 case RENDERPATH_D3D11:
9033 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9034 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9035 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9036 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9037 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9039 if (r_bloomstate.texture_screen)
9041 // make sure the buffer is available
9042 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9044 R_ResetViewRendering2D();
9046 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9048 // declare variables
9050 static float avgspeed;
9052 speed = VectorLength(cl.movement_velocity);
9054 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9055 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9057 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9058 speed = bound(0, speed, 1);
9059 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9061 // calculate values into a standard alpha
9062 cl.motionbluralpha = 1 - exp(-
9064 (r_motionblur.value * speed / 80)
9066 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9069 max(0.0001, cl.time - cl.oldtime) // fps independent
9072 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9073 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9075 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9078 GL_Color(1, 1, 1, cl.motionbluralpha);
9079 switch(vid.renderpath)
9081 case RENDERPATH_GL11:
9082 case RENDERPATH_GL13:
9083 case RENDERPATH_GL20:
9084 case RENDERPATH_CGGL:
9085 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9087 case RENDERPATH_D3D9:
9088 case RENDERPATH_D3D10:
9089 case RENDERPATH_D3D11:
9090 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9093 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9094 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9095 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9099 // copy view into the screen texture
9100 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);
9101 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9103 else if (!r_bloomstate.texture_bloom)
9105 // we may still have to do view tint...
9106 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9108 // apply a color tint to the whole view
9109 R_ResetViewRendering2D();
9110 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9111 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9112 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9114 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9116 break; // no screen processing, no bloom, skip it
9119 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9121 // render simple bloom effect
9122 // copy the screen and shrink it and darken it for the bloom process
9123 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9124 // make the bloom texture
9125 R_Bloom_MakeTexture();
9128 #if _MSC_VER >= 1400
9129 #define sscanf sscanf_s
9131 memset(uservecs, 0, sizeof(uservecs));
9132 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9133 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9134 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9135 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9137 R_ResetViewRendering2D();
9138 GL_Color(1, 1, 1, 1);
9139 GL_BlendFunc(GL_ONE, GL_ZERO);
9141 switch(vid.renderpath)
9143 case RENDERPATH_GL20:
9144 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9145 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9146 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9147 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9148 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9149 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]);
9150 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9151 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]);
9152 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]);
9153 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]);
9154 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]);
9155 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9156 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9157 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9159 case RENDERPATH_CGGL:
9161 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9162 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9163 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9164 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9165 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9166 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
9167 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9168 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
9169 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
9170 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
9171 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
9172 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9173 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9174 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9177 case RENDERPATH_D3D9:
9179 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9180 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9181 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9182 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9183 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9184 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9185 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9186 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9187 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9188 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9189 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9190 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9191 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9192 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9193 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9196 case RENDERPATH_D3D10:
9197 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9199 case RENDERPATH_D3D11:
9200 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9205 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9206 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9208 case RENDERPATH_GL13:
9209 case RENDERPATH_GL11:
9210 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9212 // apply a color tint to the whole view
9213 R_ResetViewRendering2D();
9214 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9215 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9216 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9217 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9218 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9224 matrix4x4_t r_waterscrollmatrix;
9226 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9228 if (r_refdef.fog_density)
9230 r_refdef.fogcolor[0] = r_refdef.fog_red;
9231 r_refdef.fogcolor[1] = r_refdef.fog_green;
9232 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9234 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9235 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9236 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9237 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9241 VectorCopy(r_refdef.fogcolor, fogvec);
9242 // color.rgb *= ContrastBoost * SceneBrightness;
9243 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9244 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9245 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9246 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9251 void R_UpdateVariables(void)
9255 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9257 r_refdef.farclip = r_farclip_base.value;
9258 if (r_refdef.scene.worldmodel)
9259 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9260 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9262 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9263 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9264 r_refdef.polygonfactor = 0;
9265 r_refdef.polygonoffset = 0;
9266 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9267 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9269 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9270 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9271 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9272 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9273 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9274 if (r_showsurfaces.integer)
9276 r_refdef.scene.rtworld = false;
9277 r_refdef.scene.rtworldshadows = false;
9278 r_refdef.scene.rtdlight = false;
9279 r_refdef.scene.rtdlightshadows = false;
9280 r_refdef.lightmapintensity = 0;
9283 if (gamemode == GAME_NEHAHRA)
9285 if (gl_fogenable.integer)
9287 r_refdef.oldgl_fogenable = true;
9288 r_refdef.fog_density = gl_fogdensity.value;
9289 r_refdef.fog_red = gl_fogred.value;
9290 r_refdef.fog_green = gl_foggreen.value;
9291 r_refdef.fog_blue = gl_fogblue.value;
9292 r_refdef.fog_alpha = 1;
9293 r_refdef.fog_start = 0;
9294 r_refdef.fog_end = gl_skyclip.value;
9295 r_refdef.fog_height = 1<<30;
9296 r_refdef.fog_fadedepth = 128;
9298 else if (r_refdef.oldgl_fogenable)
9300 r_refdef.oldgl_fogenable = false;
9301 r_refdef.fog_density = 0;
9302 r_refdef.fog_red = 0;
9303 r_refdef.fog_green = 0;
9304 r_refdef.fog_blue = 0;
9305 r_refdef.fog_alpha = 0;
9306 r_refdef.fog_start = 0;
9307 r_refdef.fog_end = 0;
9308 r_refdef.fog_height = 1<<30;
9309 r_refdef.fog_fadedepth = 128;
9313 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9314 r_refdef.fog_start = max(0, r_refdef.fog_start);
9315 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9317 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9319 if (r_refdef.fog_density && r_drawfog.integer)
9321 r_refdef.fogenabled = true;
9322 // this is the point where the fog reaches 0.9986 alpha, which we
9323 // consider a good enough cutoff point for the texture
9324 // (0.9986 * 256 == 255.6)
9325 if (r_fog_exp2.integer)
9326 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9328 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9329 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9330 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9331 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9332 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9333 R_BuildFogHeightTexture();
9334 // fog color was already set
9335 // update the fog texture
9336 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)
9337 R_BuildFogTexture();
9338 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9339 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9342 r_refdef.fogenabled = false;
9344 switch(vid.renderpath)
9346 case RENDERPATH_GL20:
9347 case RENDERPATH_CGGL:
9348 case RENDERPATH_D3D9:
9349 case RENDERPATH_D3D10:
9350 case RENDERPATH_D3D11:
9351 if(v_glslgamma.integer && !vid_gammatables_trivial)
9353 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9355 // build GLSL gamma texture
9356 #define RAMPWIDTH 256
9357 unsigned short ramp[RAMPWIDTH * 3];
9358 unsigned char rampbgr[RAMPWIDTH][4];
9361 r_texture_gammaramps_serial = vid_gammatables_serial;
9363 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9364 for(i = 0; i < RAMPWIDTH; ++i)
9366 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9367 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9368 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9371 if (r_texture_gammaramps)
9373 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9377 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);
9383 // remove GLSL gamma texture
9386 case RENDERPATH_GL13:
9387 case RENDERPATH_GL11:
9392 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9393 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9399 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9400 if( scenetype != r_currentscenetype ) {
9401 // store the old scenetype
9402 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9403 r_currentscenetype = scenetype;
9404 // move in the new scene
9405 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9414 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9416 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9417 if( scenetype == r_currentscenetype ) {
9418 return &r_refdef.scene;
9420 return &r_scenes_store[ scenetype ];
9429 void R_RenderView(void)
9431 if (r_timereport_active)
9432 R_TimeReport("start");
9433 r_textureframe++; // used only by R_GetCurrentTexture
9434 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9436 if (!r_drawentities.integer)
9437 r_refdef.scene.numentities = 0;
9439 R_AnimCache_ClearCache();
9440 R_FrameData_NewFrame();
9442 if (r_refdef.view.isoverlay)
9444 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9445 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9446 R_TimeReport("depthclear");
9448 r_refdef.view.showdebug = false;
9450 r_waterstate.enabled = false;
9451 r_waterstate.numwaterplanes = 0;
9459 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9460 return; //Host_Error ("R_RenderView: NULL worldmodel");
9462 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9464 R_RenderView_UpdateViewVectors();
9466 R_Shadow_UpdateWorldLightSelection();
9468 R_Bloom_StartFrame();
9469 R_Water_StartFrame();
9472 if (r_timereport_active)
9473 R_TimeReport("viewsetup");
9475 R_ResetViewRendering3D();
9477 if (r_refdef.view.clear || r_refdef.fogenabled)
9479 R_ClearScreen(r_refdef.fogenabled);
9480 if (r_timereport_active)
9481 R_TimeReport("viewclear");
9483 r_refdef.view.clear = true;
9485 // this produces a bloom texture to be used in R_BlendView() later
9486 if (r_hdr.integer && r_bloomstate.bloomwidth)
9488 R_HDR_RenderBloomTexture();
9489 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9490 r_textureframe++; // used only by R_GetCurrentTexture
9493 r_refdef.view.showdebug = true;
9496 if (r_timereport_active)
9497 R_TimeReport("visibility");
9499 r_waterstate.numwaterplanes = 0;
9500 if (r_waterstate.enabled)
9501 R_RenderWaterPlanes();
9504 r_waterstate.numwaterplanes = 0;
9507 if (r_timereport_active)
9508 R_TimeReport("blendview");
9510 GL_Scissor(0, 0, vid.width, vid.height);
9511 GL_ScissorTest(false);
9515 void R_RenderWaterPlanes(void)
9517 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9519 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9520 if (r_timereport_active)
9521 R_TimeReport("waterworld");
9524 // don't let sound skip if going slow
9525 if (r_refdef.scene.extraupdate)
9528 R_DrawModelsAddWaterPlanes();
9529 if (r_timereport_active)
9530 R_TimeReport("watermodels");
9532 if (r_waterstate.numwaterplanes)
9534 R_Water_ProcessPlanes();
9535 if (r_timereport_active)
9536 R_TimeReport("waterscenes");
9540 extern void R_DrawLightningBeams (void);
9541 extern void VM_CL_AddPolygonsToMeshQueue (void);
9542 extern void R_DrawPortals (void);
9543 extern cvar_t cl_locs_show;
9544 static void R_DrawLocs(void);
9545 static void R_DrawEntityBBoxes(void);
9546 static void R_DrawModelDecals(void);
9547 extern void R_DrawModelShadows(void);
9548 extern void R_DrawModelShadowMaps(void);
9549 extern cvar_t cl_decals_newsystem;
9550 extern qboolean r_shadow_usingdeferredprepass;
9551 void R_RenderScene(void)
9553 qboolean shadowmapping = false;
9555 if (r_timereport_active)
9556 R_TimeReport("beginscene");
9558 r_refdef.stats.renders++;
9562 // don't let sound skip if going slow
9563 if (r_refdef.scene.extraupdate)
9566 R_MeshQueue_BeginScene();
9570 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);
9572 if (r_timereport_active)
9573 R_TimeReport("skystartframe");
9575 if (cl.csqc_vidvars.drawworld)
9577 // don't let sound skip if going slow
9578 if (r_refdef.scene.extraupdate)
9581 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9583 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9584 if (r_timereport_active)
9585 R_TimeReport("worldsky");
9588 if (R_DrawBrushModelsSky() && r_timereport_active)
9589 R_TimeReport("bmodelsky");
9591 if (skyrendermasked && skyrenderlater)
9593 // we have to force off the water clipping plane while rendering sky
9597 if (r_timereport_active)
9598 R_TimeReport("sky");
9602 R_AnimCache_CacheVisibleEntities();
9603 if (r_timereport_active)
9604 R_TimeReport("animation");
9606 R_Shadow_PrepareLights();
9607 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9608 R_Shadow_PrepareModelShadows();
9609 if (r_timereport_active)
9610 R_TimeReport("preparelights");
9612 if (R_Shadow_ShadowMappingEnabled())
9613 shadowmapping = true;
9615 if (r_shadow_usingdeferredprepass)
9616 R_Shadow_DrawPrepass();
9618 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9620 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9621 if (r_timereport_active)
9622 R_TimeReport("worlddepth");
9624 if (r_depthfirst.integer >= 2)
9626 R_DrawModelsDepth();
9627 if (r_timereport_active)
9628 R_TimeReport("modeldepth");
9631 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9633 R_DrawModelShadowMaps();
9634 R_ResetViewRendering3D();
9635 // don't let sound skip if going slow
9636 if (r_refdef.scene.extraupdate)
9640 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9642 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9643 if (r_timereport_active)
9644 R_TimeReport("world");
9647 // don't let sound skip if going slow
9648 if (r_refdef.scene.extraupdate)
9652 if (r_timereport_active)
9653 R_TimeReport("models");
9655 // don't let sound skip if going slow
9656 if (r_refdef.scene.extraupdate)
9659 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9661 R_DrawModelShadows();
9662 R_ResetViewRendering3D();
9663 // don't let sound skip if going slow
9664 if (r_refdef.scene.extraupdate)
9668 if (!r_shadow_usingdeferredprepass)
9670 R_Shadow_DrawLights();
9671 if (r_timereport_active)
9672 R_TimeReport("rtlights");
9675 // don't let sound skip if going slow
9676 if (r_refdef.scene.extraupdate)
9679 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9681 R_DrawModelShadows();
9682 R_ResetViewRendering3D();
9683 // don't let sound skip if going slow
9684 if (r_refdef.scene.extraupdate)
9688 if (cl.csqc_vidvars.drawworld)
9690 if (cl_decals_newsystem.integer)
9692 R_DrawModelDecals();
9693 if (r_timereport_active)
9694 R_TimeReport("modeldecals");
9699 if (r_timereport_active)
9700 R_TimeReport("decals");
9704 if (r_timereport_active)
9705 R_TimeReport("particles");
9708 if (r_timereport_active)
9709 R_TimeReport("explosions");
9711 R_DrawLightningBeams();
9712 if (r_timereport_active)
9713 R_TimeReport("lightning");
9716 VM_CL_AddPolygonsToMeshQueue();
9718 if (r_refdef.view.showdebug)
9720 if (cl_locs_show.integer)
9723 if (r_timereport_active)
9724 R_TimeReport("showlocs");
9727 if (r_drawportals.integer)
9730 if (r_timereport_active)
9731 R_TimeReport("portals");
9734 if (r_showbboxes.value > 0)
9736 R_DrawEntityBBoxes();
9737 if (r_timereport_active)
9738 R_TimeReport("bboxes");
9742 R_MeshQueue_RenderTransparent();
9743 if (r_timereport_active)
9744 R_TimeReport("drawtrans");
9746 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))
9748 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9749 if (r_timereport_active)
9750 R_TimeReport("worlddebug");
9751 R_DrawModelsDebug();
9752 if (r_timereport_active)
9753 R_TimeReport("modeldebug");
9756 if (cl.csqc_vidvars.drawworld)
9758 R_Shadow_DrawCoronas();
9759 if (r_timereport_active)
9760 R_TimeReport("coronas");
9763 // don't let sound skip if going slow
9764 if (r_refdef.scene.extraupdate)
9767 R_ResetViewRendering2D();
9770 static const unsigned short bboxelements[36] =
9780 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9783 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9785 RSurf_ActiveWorldEntity();
9787 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9788 GL_DepthMask(false);
9789 GL_DepthRange(0, 1);
9790 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9791 R_Mesh_ResetTextureState();
9793 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9794 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9795 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9796 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9797 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9798 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9799 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9800 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9801 R_FillColors(color4f, 8, cr, cg, cb, ca);
9802 if (r_refdef.fogenabled)
9804 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9806 f1 = RSurf_FogVertex(v);
9808 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9809 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9810 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9813 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9814 R_Mesh_ResetTextureState();
9815 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9816 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9819 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9823 prvm_edict_t *edict;
9824 prvm_prog_t *prog_save = prog;
9826 // this function draws bounding boxes of server entities
9830 GL_CullFace(GL_NONE);
9831 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9835 for (i = 0;i < numsurfaces;i++)
9837 edict = PRVM_EDICT_NUM(surfacelist[i]);
9838 switch ((int)edict->fields.server->solid)
9840 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9841 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9842 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9843 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9844 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9845 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9847 color[3] *= r_showbboxes.value;
9848 color[3] = bound(0, color[3], 1);
9849 GL_DepthTest(!r_showdisabledepthtest.integer);
9850 GL_CullFace(r_refdef.view.cullface_front);
9851 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9857 static void R_DrawEntityBBoxes(void)
9860 prvm_edict_t *edict;
9862 prvm_prog_t *prog_save = prog;
9864 // this function draws bounding boxes of server entities
9870 for (i = 0;i < prog->num_edicts;i++)
9872 edict = PRVM_EDICT_NUM(i);
9873 if (edict->priv.server->free)
9875 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9876 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9878 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9880 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9881 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9887 static const int nomodelelement3i[24] =
9899 static const unsigned short nomodelelement3s[24] =
9911 static const float nomodelvertex3f[6*3] =
9921 static const float nomodelcolor4f[6*4] =
9923 0.0f, 0.0f, 0.5f, 1.0f,
9924 0.0f, 0.0f, 0.5f, 1.0f,
9925 0.0f, 0.5f, 0.0f, 1.0f,
9926 0.0f, 0.5f, 0.0f, 1.0f,
9927 0.5f, 0.0f, 0.0f, 1.0f,
9928 0.5f, 0.0f, 0.0f, 1.0f
9931 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9937 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);
9939 // this is only called once per entity so numsurfaces is always 1, and
9940 // surfacelist is always {0}, so this code does not handle batches
9942 if (rsurface.ent_flags & RENDER_ADDITIVE)
9944 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9945 GL_DepthMask(false);
9947 else if (rsurface.colormod[3] < 1)
9949 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9950 GL_DepthMask(false);
9954 GL_BlendFunc(GL_ONE, GL_ZERO);
9957 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9958 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9959 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9960 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9961 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9962 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9963 for (i = 0, c = color4f;i < 6;i++, c += 4)
9965 c[0] *= rsurface.colormod[0];
9966 c[1] *= rsurface.colormod[1];
9967 c[2] *= rsurface.colormod[2];
9968 c[3] *= rsurface.colormod[3];
9970 if (r_refdef.fogenabled)
9972 for (i = 0, c = color4f;i < 6;i++, c += 4)
9974 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9976 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9977 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9978 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9981 R_Mesh_ResetTextureState();
9982 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9983 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9986 void R_DrawNoModel(entity_render_t *ent)
9989 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9990 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9991 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9993 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9996 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9998 vec3_t right1, right2, diff, normal;
10000 VectorSubtract (org2, org1, normal);
10002 // calculate 'right' vector for start
10003 VectorSubtract (r_refdef.view.origin, org1, diff);
10004 CrossProduct (normal, diff, right1);
10005 VectorNormalize (right1);
10007 // calculate 'right' vector for end
10008 VectorSubtract (r_refdef.view.origin, org2, diff);
10009 CrossProduct (normal, diff, right2);
10010 VectorNormalize (right2);
10012 vert[ 0] = org1[0] + width * right1[0];
10013 vert[ 1] = org1[1] + width * right1[1];
10014 vert[ 2] = org1[2] + width * right1[2];
10015 vert[ 3] = org1[0] - width * right1[0];
10016 vert[ 4] = org1[1] - width * right1[1];
10017 vert[ 5] = org1[2] - width * right1[2];
10018 vert[ 6] = org2[0] - width * right2[0];
10019 vert[ 7] = org2[1] - width * right2[1];
10020 vert[ 8] = org2[2] - width * right2[2];
10021 vert[ 9] = org2[0] + width * right2[0];
10022 vert[10] = org2[1] + width * right2[1];
10023 vert[11] = org2[2] + width * right2[2];
10026 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)
10028 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10029 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10030 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10031 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10032 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10033 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10034 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10035 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10036 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10037 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10038 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10039 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10042 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10047 VectorSet(v, x, y, z);
10048 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10049 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10051 if (i == mesh->numvertices)
10053 if (mesh->numvertices < mesh->maxvertices)
10055 VectorCopy(v, vertex3f);
10056 mesh->numvertices++;
10058 return mesh->numvertices;
10064 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10067 int *e, element[3];
10068 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10069 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10070 e = mesh->element3i + mesh->numtriangles * 3;
10071 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10073 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10074 if (mesh->numtriangles < mesh->maxtriangles)
10079 mesh->numtriangles++;
10081 element[1] = element[2];
10085 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10088 int *e, element[3];
10089 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10090 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10091 e = mesh->element3i + mesh->numtriangles * 3;
10092 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10094 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10095 if (mesh->numtriangles < mesh->maxtriangles)
10100 mesh->numtriangles++;
10102 element[1] = element[2];
10106 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10107 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10109 int planenum, planenum2;
10112 mplane_t *plane, *plane2;
10114 double temppoints[2][256*3];
10115 // figure out how large a bounding box we need to properly compute this brush
10117 for (w = 0;w < numplanes;w++)
10118 maxdist = max(maxdist, fabs(planes[w].dist));
10119 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10120 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10121 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10125 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10126 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10128 if (planenum2 == planenum)
10130 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);
10133 if (tempnumpoints < 3)
10135 // generate elements forming a triangle fan for this polygon
10136 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10140 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)
10142 texturelayer_t *layer;
10143 layer = t->currentlayers + t->currentnumlayers++;
10144 layer->type = type;
10145 layer->depthmask = depthmask;
10146 layer->blendfunc1 = blendfunc1;
10147 layer->blendfunc2 = blendfunc2;
10148 layer->texture = texture;
10149 layer->texmatrix = *matrix;
10150 layer->color[0] = r;
10151 layer->color[1] = g;
10152 layer->color[2] = b;
10153 layer->color[3] = a;
10156 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10158 if(parms[0] == 0 && parms[1] == 0)
10160 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10161 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10166 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10169 index = parms[2] + r_refdef.scene.time * parms[3];
10170 index -= floor(index);
10171 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10174 case Q3WAVEFUNC_NONE:
10175 case Q3WAVEFUNC_NOISE:
10176 case Q3WAVEFUNC_COUNT:
10179 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10180 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10181 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10182 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10183 case Q3WAVEFUNC_TRIANGLE:
10185 f = index - floor(index);
10188 else if (index < 2)
10190 else if (index < 3)
10196 f = parms[0] + parms[1] * f;
10197 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10198 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10202 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10207 matrix4x4_t matrix, temp;
10208 switch(tcmod->tcmod)
10210 case Q3TCMOD_COUNT:
10212 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10213 matrix = r_waterscrollmatrix;
10215 matrix = identitymatrix;
10217 case Q3TCMOD_ENTITYTRANSLATE:
10218 // this is used in Q3 to allow the gamecode to control texcoord
10219 // scrolling on the entity, which is not supported in darkplaces yet.
10220 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10222 case Q3TCMOD_ROTATE:
10223 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10224 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10225 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10227 case Q3TCMOD_SCALE:
10228 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10230 case Q3TCMOD_SCROLL:
10231 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10233 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10234 w = (int) tcmod->parms[0];
10235 h = (int) tcmod->parms[1];
10236 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10238 idx = (int) floor(f * w * h);
10239 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10241 case Q3TCMOD_STRETCH:
10242 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10243 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10245 case Q3TCMOD_TRANSFORM:
10246 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10247 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10248 VectorSet(tcmat + 6, 0 , 0 , 1);
10249 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10250 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10252 case Q3TCMOD_TURBULENT:
10253 // this is handled in the RSurf_PrepareVertices function
10254 matrix = identitymatrix;
10258 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10261 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10263 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10264 char name[MAX_QPATH];
10265 skinframe_t *skinframe;
10266 unsigned char pixels[296*194];
10267 strlcpy(cache->name, skinname, sizeof(cache->name));
10268 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10269 if (developer_loading.integer)
10270 Con_Printf("loading %s\n", name);
10271 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10272 if (!skinframe || !skinframe->base)
10275 fs_offset_t filesize;
10277 f = FS_LoadFile(name, tempmempool, true, &filesize);
10280 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10281 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10285 cache->skinframe = skinframe;
10288 texture_t *R_GetCurrentTexture(texture_t *t)
10291 const entity_render_t *ent = rsurface.entity;
10292 dp_model_t *model = ent->model;
10293 q3shaderinfo_layer_tcmod_t *tcmod;
10295 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10296 return t->currentframe;
10297 t->update_lastrenderframe = r_textureframe;
10298 t->update_lastrenderentity = (void *)ent;
10300 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10301 t->camera_entity = ent->entitynumber;
10303 t->camera_entity = 0;
10305 // switch to an alternate material if this is a q1bsp animated material
10307 texture_t *texture = t;
10308 int s = rsurface.ent_skinnum;
10309 if ((unsigned int)s >= (unsigned int)model->numskins)
10311 if (model->skinscenes)
10313 if (model->skinscenes[s].framecount > 1)
10314 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10316 s = model->skinscenes[s].firstframe;
10319 t = t + s * model->num_surfaces;
10322 // use an alternate animation if the entity's frame is not 0,
10323 // and only if the texture has an alternate animation
10324 if (rsurface.ent_alttextures && t->anim_total[1])
10325 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10327 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10329 texture->currentframe = t;
10332 // update currentskinframe to be a qw skin or animation frame
10333 if (rsurface.ent_qwskin >= 0)
10335 i = rsurface.ent_qwskin;
10336 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10338 r_qwskincache_size = cl.maxclients;
10340 Mem_Free(r_qwskincache);
10341 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10343 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10344 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10345 t->currentskinframe = r_qwskincache[i].skinframe;
10346 if (t->currentskinframe == NULL)
10347 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10349 else if (t->numskinframes >= 2)
10350 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10351 if (t->backgroundnumskinframes >= 2)
10352 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10354 t->currentmaterialflags = t->basematerialflags;
10355 t->currentalpha = rsurface.colormod[3];
10356 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10357 t->currentalpha *= r_wateralpha.value;
10358 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10359 t->currentalpha *= t->r_water_wateralpha;
10360 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10361 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10362 if (!(rsurface.ent_flags & RENDER_LIGHT))
10363 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10364 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10366 // pick a model lighting mode
10367 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10368 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10370 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10372 if (rsurface.ent_flags & RENDER_ADDITIVE)
10373 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10374 else if (t->currentalpha < 1)
10375 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10376 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10377 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10378 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10379 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10380 if (t->backgroundnumskinframes)
10381 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10382 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10384 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10385 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10388 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10389 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10390 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10392 // there is no tcmod
10393 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10395 t->currenttexmatrix = r_waterscrollmatrix;
10396 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10398 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10400 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10401 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10404 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10405 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10406 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10407 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10409 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10410 if (t->currentskinframe->qpixels)
10411 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10412 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10413 if (!t->basetexture)
10414 t->basetexture = r_texture_notexture;
10415 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10416 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10417 t->nmaptexture = t->currentskinframe->nmap;
10418 if (!t->nmaptexture)
10419 t->nmaptexture = r_texture_blanknormalmap;
10420 t->glosstexture = r_texture_black;
10421 t->glowtexture = t->currentskinframe->glow;
10422 t->fogtexture = t->currentskinframe->fog;
10423 t->reflectmasktexture = t->currentskinframe->reflect;
10424 if (t->backgroundnumskinframes)
10426 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10427 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10428 t->backgroundglosstexture = r_texture_black;
10429 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10430 if (!t->backgroundnmaptexture)
10431 t->backgroundnmaptexture = r_texture_blanknormalmap;
10435 t->backgroundbasetexture = r_texture_white;
10436 t->backgroundnmaptexture = r_texture_blanknormalmap;
10437 t->backgroundglosstexture = r_texture_black;
10438 t->backgroundglowtexture = NULL;
10440 t->specularpower = r_shadow_glossexponent.value;
10441 // TODO: store reference values for these in the texture?
10442 t->specularscale = 0;
10443 if (r_shadow_gloss.integer > 0)
10445 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10447 if (r_shadow_glossintensity.value > 0)
10449 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10450 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10451 t->specularscale = r_shadow_glossintensity.value;
10454 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10456 t->glosstexture = r_texture_white;
10457 t->backgroundglosstexture = r_texture_white;
10458 t->specularscale = r_shadow_gloss2intensity.value;
10459 t->specularpower = r_shadow_gloss2exponent.value;
10462 t->specularscale *= t->specularscalemod;
10463 t->specularpower *= t->specularpowermod;
10465 // lightmaps mode looks bad with dlights using actual texturing, so turn
10466 // off the colormap and glossmap, but leave the normalmap on as it still
10467 // accurately represents the shading involved
10468 if (gl_lightmaps.integer)
10470 t->basetexture = r_texture_grey128;
10471 t->pantstexture = r_texture_black;
10472 t->shirttexture = r_texture_black;
10473 t->nmaptexture = r_texture_blanknormalmap;
10474 t->glosstexture = r_texture_black;
10475 t->glowtexture = NULL;
10476 t->fogtexture = NULL;
10477 t->reflectmasktexture = NULL;
10478 t->backgroundbasetexture = NULL;
10479 t->backgroundnmaptexture = r_texture_blanknormalmap;
10480 t->backgroundglosstexture = r_texture_black;
10481 t->backgroundglowtexture = NULL;
10482 t->specularscale = 0;
10483 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10486 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10487 VectorClear(t->dlightcolor);
10488 t->currentnumlayers = 0;
10489 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10491 int blendfunc1, blendfunc2;
10492 qboolean depthmask;
10493 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10495 blendfunc1 = GL_SRC_ALPHA;
10496 blendfunc2 = GL_ONE;
10498 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10500 blendfunc1 = GL_SRC_ALPHA;
10501 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10503 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10505 blendfunc1 = t->customblendfunc[0];
10506 blendfunc2 = t->customblendfunc[1];
10510 blendfunc1 = GL_ONE;
10511 blendfunc2 = GL_ZERO;
10513 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10514 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10516 // fullbright is not affected by r_refdef.lightmapintensity
10517 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]);
10518 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10519 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]);
10520 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10521 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]);
10525 vec3_t ambientcolor;
10527 // set the color tint used for lights affecting this surface
10528 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10530 // q3bsp has no lightmap updates, so the lightstylevalue that
10531 // would normally be baked into the lightmap must be
10532 // applied to the color
10533 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10534 if (model->type == mod_brushq3)
10535 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10536 colorscale *= r_refdef.lightmapintensity;
10537 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10538 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10539 // basic lit geometry
10540 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]);
10541 // add pants/shirt if needed
10542 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10543 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]);
10544 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10545 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]);
10546 // now add ambient passes if needed
10547 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10549 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]);
10550 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10551 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]);
10552 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10553 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]);
10556 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10557 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]);
10558 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10560 // if this is opaque use alpha blend which will darken the earlier
10563 // if this is an alpha blended material, all the earlier passes
10564 // were darkened by fog already, so we only need to add the fog
10565 // color ontop through the fog mask texture
10567 // if this is an additive blended material, all the earlier passes
10568 // were darkened by fog already, and we should not add fog color
10569 // (because the background was not darkened, there is no fog color
10570 // that was lost behind it).
10571 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]);
10575 return t->currentframe;
10578 rsurfacestate_t rsurface;
10580 void R_Mesh_ResizeArrays(int newvertices)
10582 unsigned char *base;
10584 if (rsurface.array_size >= newvertices)
10586 if (rsurface.array_base)
10587 Mem_Free(rsurface.array_base);
10588 rsurface.array_size = (newvertices + 1023) & ~1023;
10590 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10591 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10592 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10593 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10594 size += rsurface.array_size * sizeof(float[3]);
10595 size += rsurface.array_size * sizeof(float[3]);
10596 size += rsurface.array_size * sizeof(float[3]);
10597 size += rsurface.array_size * sizeof(float[3]);
10598 size += rsurface.array_size * sizeof(float[3]);
10599 size += rsurface.array_size * sizeof(float[3]);
10600 size += rsurface.array_size * sizeof(float[3]);
10601 size += rsurface.array_size * sizeof(float[3]);
10602 size += rsurface.array_size * sizeof(float[4]);
10603 size += rsurface.array_size * sizeof(float[2]);
10604 size += rsurface.array_size * sizeof(float[2]);
10605 size += rsurface.array_size * sizeof(float[4]);
10606 size += rsurface.array_size * sizeof(int[3]);
10607 size += rsurface.array_size * sizeof(unsigned short[3]);
10608 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10609 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10610 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10611 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10612 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10613 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10614 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10615 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10616 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10617 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10618 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10619 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10620 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10621 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10622 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10623 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10624 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10625 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10626 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10629 void RSurf_ActiveWorldEntity(void)
10631 dp_model_t *model = r_refdef.scene.worldmodel;
10632 //if (rsurface.entity == r_refdef.scene.worldentity)
10634 rsurface.entity = r_refdef.scene.worldentity;
10635 rsurface.skeleton = NULL;
10636 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10637 rsurface.ent_skinnum = 0;
10638 rsurface.ent_qwskin = -1;
10639 rsurface.ent_shadertime = 0;
10640 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10641 if (rsurface.array_size < model->surfmesh.num_vertices)
10642 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10643 rsurface.matrix = identitymatrix;
10644 rsurface.inversematrix = identitymatrix;
10645 rsurface.matrixscale = 1;
10646 rsurface.inversematrixscale = 1;
10647 R_EntityMatrix(&identitymatrix);
10648 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10649 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10650 rsurface.fograngerecip = r_refdef.fograngerecip;
10651 rsurface.fogheightfade = r_refdef.fogheightfade;
10652 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10653 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10654 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10655 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10656 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10657 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10658 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10659 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10660 rsurface.colormod[3] = 1;
10661 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);
10662 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10663 rsurface.frameblend[0].lerp = 1;
10664 rsurface.ent_alttextures = false;
10665 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10666 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10667 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10668 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10669 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10670 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10671 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10672 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10673 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10674 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10675 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10676 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10677 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10678 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10679 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10680 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10681 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10682 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10683 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10684 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10685 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10686 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10687 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10688 rsurface.modelelement3i = model->surfmesh.data_element3i;
10689 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10690 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10691 rsurface.modelelement3s = model->surfmesh.data_element3s;
10692 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10693 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10694 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10695 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10696 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10697 rsurface.modelsurfaces = model->data_surfaces;
10698 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10699 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10700 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10701 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10702 rsurface.modelgeneratedvertex = false;
10703 rsurface.batchgeneratedvertex = false;
10704 rsurface.batchfirstvertex = 0;
10705 rsurface.batchnumvertices = 0;
10706 rsurface.batchfirsttriangle = 0;
10707 rsurface.batchnumtriangles = 0;
10708 rsurface.batchvertex3f = NULL;
10709 rsurface.batchvertex3f_vertexbuffer = NULL;
10710 rsurface.batchvertex3f_bufferoffset = 0;
10711 rsurface.batchsvector3f = NULL;
10712 rsurface.batchsvector3f_vertexbuffer = NULL;
10713 rsurface.batchsvector3f_bufferoffset = 0;
10714 rsurface.batchtvector3f = NULL;
10715 rsurface.batchtvector3f_vertexbuffer = NULL;
10716 rsurface.batchtvector3f_bufferoffset = 0;
10717 rsurface.batchnormal3f = NULL;
10718 rsurface.batchnormal3f_vertexbuffer = NULL;
10719 rsurface.batchnormal3f_bufferoffset = 0;
10720 rsurface.batchlightmapcolor4f = NULL;
10721 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10722 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10723 rsurface.batchtexcoordtexture2f = NULL;
10724 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10725 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10726 rsurface.batchtexcoordlightmap2f = NULL;
10727 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10728 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10729 rsurface.batchvertexmesh = NULL;
10730 rsurface.batchvertexmeshbuffer = NULL;
10731 rsurface.batchvertexposition = NULL;
10732 rsurface.batchvertexpositionbuffer = NULL;
10733 rsurface.batchelement3i = NULL;
10734 rsurface.batchelement3i_indexbuffer = NULL;
10735 rsurface.batchelement3i_bufferoffset = 0;
10736 rsurface.batchelement3s = NULL;
10737 rsurface.batchelement3s_indexbuffer = NULL;
10738 rsurface.batchelement3s_bufferoffset = 0;
10739 rsurface.passcolor4f = NULL;
10740 rsurface.passcolor4f_vertexbuffer = NULL;
10741 rsurface.passcolor4f_bufferoffset = 0;
10744 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10746 dp_model_t *model = ent->model;
10747 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10749 rsurface.entity = (entity_render_t *)ent;
10750 rsurface.skeleton = ent->skeleton;
10751 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10752 rsurface.ent_skinnum = ent->skinnum;
10753 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;
10754 rsurface.ent_shadertime = ent->shadertime;
10755 rsurface.ent_flags = ent->flags;
10756 if (rsurface.array_size < model->surfmesh.num_vertices)
10757 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10758 rsurface.matrix = ent->matrix;
10759 rsurface.inversematrix = ent->inversematrix;
10760 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10761 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10762 R_EntityMatrix(&rsurface.matrix);
10763 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10764 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10765 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10766 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10767 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10768 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10769 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10770 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10771 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10772 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10773 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10774 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10775 rsurface.colormod[3] = ent->alpha;
10776 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10777 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10778 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10779 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10780 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10781 if (ent->model->brush.submodel && !prepass)
10783 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10784 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10786 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10788 if (ent->animcache_vertex3f && !r_framedata_failed)
10790 rsurface.modelvertex3f = ent->animcache_vertex3f;
10791 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10792 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10793 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10794 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10795 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10796 rsurface.modelvertexposition = ent->animcache_vertexposition;
10797 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10799 else if (wanttangents)
10801 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10802 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10803 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10804 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10805 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10806 rsurface.modelvertexmesh = NULL;
10807 rsurface.modelvertexmeshbuffer = NULL;
10808 rsurface.modelvertexposition = NULL;
10809 rsurface.modelvertexpositionbuffer = NULL;
10811 else if (wantnormals)
10813 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10814 rsurface.modelsvector3f = NULL;
10815 rsurface.modeltvector3f = NULL;
10816 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10817 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10818 rsurface.modelvertexmesh = NULL;
10819 rsurface.modelvertexmeshbuffer = NULL;
10820 rsurface.modelvertexposition = NULL;
10821 rsurface.modelvertexpositionbuffer = NULL;
10825 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10826 rsurface.modelsvector3f = NULL;
10827 rsurface.modeltvector3f = NULL;
10828 rsurface.modelnormal3f = NULL;
10829 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10830 rsurface.modelvertexmesh = NULL;
10831 rsurface.modelvertexmeshbuffer = NULL;
10832 rsurface.modelvertexposition = NULL;
10833 rsurface.modelvertexpositionbuffer = NULL;
10835 rsurface.modelvertex3f_vertexbuffer = 0;
10836 rsurface.modelvertex3f_bufferoffset = 0;
10837 rsurface.modelsvector3f_vertexbuffer = 0;
10838 rsurface.modelsvector3f_bufferoffset = 0;
10839 rsurface.modeltvector3f_vertexbuffer = 0;
10840 rsurface.modeltvector3f_bufferoffset = 0;
10841 rsurface.modelnormal3f_vertexbuffer = 0;
10842 rsurface.modelnormal3f_bufferoffset = 0;
10843 rsurface.modelgeneratedvertex = true;
10847 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10848 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10849 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10850 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10851 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10852 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10853 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10854 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10855 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10856 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10857 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10858 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10859 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10860 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10861 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10862 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10863 rsurface.modelgeneratedvertex = false;
10865 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10866 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10867 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10868 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10869 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10870 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10871 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10872 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10873 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10874 rsurface.modelelement3i = model->surfmesh.data_element3i;
10875 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10876 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10877 rsurface.modelelement3s = model->surfmesh.data_element3s;
10878 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10879 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10880 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10881 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10882 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10883 rsurface.modelsurfaces = model->data_surfaces;
10884 rsurface.batchgeneratedvertex = false;
10885 rsurface.batchfirstvertex = 0;
10886 rsurface.batchnumvertices = 0;
10887 rsurface.batchfirsttriangle = 0;
10888 rsurface.batchnumtriangles = 0;
10889 rsurface.batchvertex3f = NULL;
10890 rsurface.batchvertex3f_vertexbuffer = NULL;
10891 rsurface.batchvertex3f_bufferoffset = 0;
10892 rsurface.batchsvector3f = NULL;
10893 rsurface.batchsvector3f_vertexbuffer = NULL;
10894 rsurface.batchsvector3f_bufferoffset = 0;
10895 rsurface.batchtvector3f = NULL;
10896 rsurface.batchtvector3f_vertexbuffer = NULL;
10897 rsurface.batchtvector3f_bufferoffset = 0;
10898 rsurface.batchnormal3f = NULL;
10899 rsurface.batchnormal3f_vertexbuffer = NULL;
10900 rsurface.batchnormal3f_bufferoffset = 0;
10901 rsurface.batchlightmapcolor4f = NULL;
10902 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10903 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10904 rsurface.batchtexcoordtexture2f = NULL;
10905 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10906 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10907 rsurface.batchtexcoordlightmap2f = NULL;
10908 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10909 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10910 rsurface.batchvertexmesh = NULL;
10911 rsurface.batchvertexmeshbuffer = NULL;
10912 rsurface.batchvertexposition = NULL;
10913 rsurface.batchvertexpositionbuffer = NULL;
10914 rsurface.batchelement3i = NULL;
10915 rsurface.batchelement3i_indexbuffer = NULL;
10916 rsurface.batchelement3i_bufferoffset = 0;
10917 rsurface.batchelement3s = NULL;
10918 rsurface.batchelement3s_indexbuffer = NULL;
10919 rsurface.batchelement3s_bufferoffset = 0;
10920 rsurface.passcolor4f = NULL;
10921 rsurface.passcolor4f_vertexbuffer = NULL;
10922 rsurface.passcolor4f_bufferoffset = 0;
10925 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)
10929 rsurface.entity = r_refdef.scene.worldentity;
10930 rsurface.skeleton = NULL;
10931 rsurface.ent_skinnum = 0;
10932 rsurface.ent_qwskin = -1;
10933 rsurface.ent_shadertime = shadertime;
10934 rsurface.ent_flags = entflags;
10935 rsurface.modelnumvertices = numvertices;
10936 rsurface.modelnumtriangles = numtriangles;
10937 if (rsurface.array_size < rsurface.modelnumvertices)
10938 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10939 rsurface.matrix = *matrix;
10940 rsurface.inversematrix = *inversematrix;
10941 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10942 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10943 R_EntityMatrix(&rsurface.matrix);
10944 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10945 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10946 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10947 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10948 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10949 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10950 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10951 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10952 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10953 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10954 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10955 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10956 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);
10957 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10958 rsurface.frameblend[0].lerp = 1;
10959 rsurface.ent_alttextures = false;
10960 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10961 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10964 rsurface.modelvertex3f = vertex3f;
10965 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10966 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10967 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10969 else if (wantnormals)
10971 rsurface.modelvertex3f = vertex3f;
10972 rsurface.modelsvector3f = NULL;
10973 rsurface.modeltvector3f = NULL;
10974 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10978 rsurface.modelvertex3f = vertex3f;
10979 rsurface.modelsvector3f = NULL;
10980 rsurface.modeltvector3f = NULL;
10981 rsurface.modelnormal3f = NULL;
10983 rsurface.modelvertexmesh = NULL;
10984 rsurface.modelvertexmeshbuffer = NULL;
10985 rsurface.modelvertexposition = NULL;
10986 rsurface.modelvertexpositionbuffer = NULL;
10987 rsurface.modelvertex3f_vertexbuffer = 0;
10988 rsurface.modelvertex3f_bufferoffset = 0;
10989 rsurface.modelsvector3f_vertexbuffer = 0;
10990 rsurface.modelsvector3f_bufferoffset = 0;
10991 rsurface.modeltvector3f_vertexbuffer = 0;
10992 rsurface.modeltvector3f_bufferoffset = 0;
10993 rsurface.modelnormal3f_vertexbuffer = 0;
10994 rsurface.modelnormal3f_bufferoffset = 0;
10995 rsurface.modelgeneratedvertex = true;
10996 rsurface.modellightmapcolor4f = color4f;
10997 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10998 rsurface.modellightmapcolor4f_bufferoffset = 0;
10999 rsurface.modeltexcoordtexture2f = texcoord2f;
11000 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11001 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11002 rsurface.modeltexcoordlightmap2f = NULL;
11003 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11004 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11005 rsurface.modelelement3i = element3i;
11006 rsurface.modelelement3i_indexbuffer = NULL;
11007 rsurface.modelelement3i_bufferoffset = 0;
11008 rsurface.modelelement3s = element3s;
11009 rsurface.modelelement3s_indexbuffer = NULL;
11010 rsurface.modelelement3s_bufferoffset = 0;
11011 rsurface.modellightmapoffsets = NULL;
11012 rsurface.modelsurfaces = NULL;
11013 rsurface.batchgeneratedvertex = false;
11014 rsurface.batchfirstvertex = 0;
11015 rsurface.batchnumvertices = 0;
11016 rsurface.batchfirsttriangle = 0;
11017 rsurface.batchnumtriangles = 0;
11018 rsurface.batchvertex3f = NULL;
11019 rsurface.batchvertex3f_vertexbuffer = NULL;
11020 rsurface.batchvertex3f_bufferoffset = 0;
11021 rsurface.batchsvector3f = NULL;
11022 rsurface.batchsvector3f_vertexbuffer = NULL;
11023 rsurface.batchsvector3f_bufferoffset = 0;
11024 rsurface.batchtvector3f = NULL;
11025 rsurface.batchtvector3f_vertexbuffer = NULL;
11026 rsurface.batchtvector3f_bufferoffset = 0;
11027 rsurface.batchnormal3f = NULL;
11028 rsurface.batchnormal3f_vertexbuffer = NULL;
11029 rsurface.batchnormal3f_bufferoffset = 0;
11030 rsurface.batchlightmapcolor4f = NULL;
11031 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11032 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11033 rsurface.batchtexcoordtexture2f = NULL;
11034 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11035 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11036 rsurface.batchtexcoordlightmap2f = NULL;
11037 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11038 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11039 rsurface.batchvertexmesh = NULL;
11040 rsurface.batchvertexmeshbuffer = NULL;
11041 rsurface.batchvertexposition = NULL;
11042 rsurface.batchvertexpositionbuffer = NULL;
11043 rsurface.batchelement3i = NULL;
11044 rsurface.batchelement3i_indexbuffer = NULL;
11045 rsurface.batchelement3i_bufferoffset = 0;
11046 rsurface.batchelement3s = NULL;
11047 rsurface.batchelement3s_indexbuffer = NULL;
11048 rsurface.batchelement3s_bufferoffset = 0;
11049 rsurface.passcolor4f = NULL;
11050 rsurface.passcolor4f_vertexbuffer = NULL;
11051 rsurface.passcolor4f_bufferoffset = 0;
11053 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11055 if ((wantnormals || wanttangents) && !normal3f)
11057 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11058 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11060 if (wanttangents && !svector3f)
11062 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11063 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11064 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11068 // now convert arrays into vertexmesh structs
11069 for (i = 0;i < numvertices;i++)
11071 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11072 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11073 if (rsurface.modelsvector3f)
11074 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11075 if (rsurface.modeltvector3f)
11076 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11077 if (rsurface.modelnormal3f)
11078 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11079 if (rsurface.modellightmapcolor4f)
11080 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11081 if (rsurface.modeltexcoordtexture2f)
11082 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11083 if (rsurface.modeltexcoordlightmap2f)
11084 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11088 float RSurf_FogPoint(const float *v)
11090 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11091 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11092 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11093 float FogHeightFade = r_refdef.fogheightfade;
11095 unsigned int fogmasktableindex;
11096 if (r_refdef.fogplaneviewabove)
11097 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11099 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11100 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11101 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11104 float RSurf_FogVertex(const float *v)
11106 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11107 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11108 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11109 float FogHeightFade = rsurface.fogheightfade;
11111 unsigned int fogmasktableindex;
11112 if (r_refdef.fogplaneviewabove)
11113 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11115 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11116 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11117 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11120 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11123 for (i = 0;i < numelements;i++)
11124 outelement3i[i] = inelement3i[i] + adjust;
11127 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11128 extern cvar_t gl_vbo;
11129 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11137 int surfacefirsttriangle;
11138 int surfacenumtriangles;
11139 int surfacefirstvertex;
11140 int surfaceendvertex;
11141 int surfacenumvertices;
11142 int surfaceadjustvertex;
11146 qboolean dynamicvertex;
11150 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11151 float waveparms[4];
11152 q3shaderinfo_deform_t *deform;
11153 const msurface_t *surface, *firstsurface;
11154 r_vertexposition_t *vertexposition;
11155 r_vertexmesh_t *vertexmesh;
11156 if (!texturenumsurfaces)
11158 // find vertex range of this surface batch
11160 firstsurface = texturesurfacelist[0];
11161 firsttriangle = firstsurface->num_firsttriangle;
11163 firstvertex = endvertex = firstsurface->num_firstvertex;
11164 for (i = 0;i < texturenumsurfaces;i++)
11166 surface = texturesurfacelist[i];
11167 if (surface != firstsurface + i)
11169 surfacefirstvertex = surface->num_firstvertex;
11170 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11171 surfacenumtriangles = surface->num_triangles;
11172 if (firstvertex > surfacefirstvertex)
11173 firstvertex = surfacefirstvertex;
11174 if (endvertex < surfaceendvertex)
11175 endvertex = surfaceendvertex;
11176 numtriangles += surfacenumtriangles;
11181 // we now know the vertex range used, and if there are any gaps in it
11182 rsurface.batchfirstvertex = firstvertex;
11183 rsurface.batchnumvertices = endvertex - firstvertex;
11184 rsurface.batchfirsttriangle = firsttriangle;
11185 rsurface.batchnumtriangles = numtriangles;
11187 // this variable holds flags for which properties have been updated that
11188 // may require regenerating vertexmesh or vertexposition arrays...
11191 // check if any dynamic vertex processing must occur
11192 dynamicvertex = false;
11194 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11195 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11196 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11198 switch (deform->deform)
11201 case Q3DEFORM_PROJECTIONSHADOW:
11202 case Q3DEFORM_TEXT0:
11203 case Q3DEFORM_TEXT1:
11204 case Q3DEFORM_TEXT2:
11205 case Q3DEFORM_TEXT3:
11206 case Q3DEFORM_TEXT4:
11207 case Q3DEFORM_TEXT5:
11208 case Q3DEFORM_TEXT6:
11209 case Q3DEFORM_TEXT7:
11210 case Q3DEFORM_NONE:
11212 case Q3DEFORM_AUTOSPRITE:
11213 dynamicvertex = true;
11214 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11215 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11217 case Q3DEFORM_AUTOSPRITE2:
11218 dynamicvertex = true;
11219 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11220 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11222 case Q3DEFORM_NORMAL:
11223 dynamicvertex = true;
11224 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11225 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11227 case Q3DEFORM_WAVE:
11228 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11229 break; // if wavefunc is a nop, ignore this transform
11230 dynamicvertex = true;
11231 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11232 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11234 case Q3DEFORM_BULGE:
11235 dynamicvertex = true;
11236 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11237 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11239 case Q3DEFORM_MOVE:
11240 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11241 break; // if wavefunc is a nop, ignore this transform
11242 dynamicvertex = true;
11243 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11244 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11248 switch(rsurface.texture->tcgen.tcgen)
11251 case Q3TCGEN_TEXTURE:
11253 case Q3TCGEN_LIGHTMAP:
11254 dynamicvertex = true;
11255 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11256 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11258 case Q3TCGEN_VECTOR:
11259 dynamicvertex = true;
11260 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11261 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11263 case Q3TCGEN_ENVIRONMENT:
11264 dynamicvertex = true;
11265 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11266 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11269 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11271 dynamicvertex = true;
11272 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11273 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11276 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11278 dynamicvertex = true;
11279 batchneed |= BATCHNEED_NOGAPS;
11280 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11283 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11285 dynamicvertex = true;
11286 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11287 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11290 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11292 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11293 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11294 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11295 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11296 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11297 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11298 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11301 // when the model data has no vertex buffer (dynamic mesh), we need to
11303 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11304 batchneed |= BATCHNEED_NOGAPS;
11306 // if needsupdate, we have to do a dynamic vertex batch for sure
11307 if (needsupdate & batchneed)
11308 dynamicvertex = true;
11310 // see if we need to build vertexmesh from arrays
11311 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11312 dynamicvertex = true;
11314 // see if we need to build vertexposition from arrays
11315 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11316 dynamicvertex = true;
11318 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11319 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11320 dynamicvertex = true;
11322 // if there is a chance of animated vertex colors, it's a dynamic batch
11323 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11324 dynamicvertex = true;
11326 rsurface.batchvertex3f = rsurface.modelvertex3f;
11327 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11328 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11329 rsurface.batchsvector3f = rsurface.modelsvector3f;
11330 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11331 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11332 rsurface.batchtvector3f = rsurface.modeltvector3f;
11333 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11334 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11335 rsurface.batchnormal3f = rsurface.modelnormal3f;
11336 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11337 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11338 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11339 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11340 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11341 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11342 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11343 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11344 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11345 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11346 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11347 rsurface.batchvertexposition = rsurface.modelvertexposition;
11348 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11349 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11350 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11351 rsurface.batchelement3i = rsurface.modelelement3i;
11352 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11353 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11354 rsurface.batchelement3s = rsurface.modelelement3s;
11355 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11356 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11358 // if any dynamic vertex processing has to occur in software, we copy the
11359 // entire surface list together before processing to rebase the vertices
11360 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11362 // if any gaps exist and we do not have a static vertex buffer, we have to
11363 // copy the surface list together to avoid wasting upload bandwidth on the
11364 // vertices in the gaps.
11366 // if gaps exist and we have a static vertex buffer, we still have to
11367 // combine the index buffer ranges into one dynamic index buffer.
11369 // in all cases we end up with data that can be drawn in one call.
11371 if (!dynamicvertex)
11373 // static vertex data, just set pointers...
11374 rsurface.batchgeneratedvertex = false;
11375 // if there are gaps, we want to build a combined index buffer,
11376 // otherwise use the original static buffer with an appropriate offset
11381 for (i = 0;i < texturenumsurfaces;i++)
11383 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11384 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11385 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11386 numtriangles += surfacenumtriangles;
11388 rsurface.batchelement3i = rsurface.array_batchelement3i;
11389 rsurface.batchelement3i_indexbuffer = NULL;
11390 rsurface.batchelement3i_bufferoffset = 0;
11391 rsurface.batchelement3s = NULL;
11392 rsurface.batchelement3s_indexbuffer = NULL;
11393 rsurface.batchelement3s_bufferoffset = 0;
11394 if (endvertex <= 65536)
11396 rsurface.batchelement3s = rsurface.array_batchelement3s;
11397 for (i = 0;i < numtriangles*3;i++)
11398 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11400 rsurface.batchfirsttriangle = firsttriangle;
11401 rsurface.batchnumtriangles = numtriangles;
11406 // something needs software processing, do it for real...
11407 // we only directly handle interleaved array data in this case...
11408 rsurface.batchgeneratedvertex = true;
11410 // now copy the vertex data into a combined array and make an index array
11411 // (this is what Quake3 does all the time)
11412 //if (gaps || rsurface.batchfirstvertex)
11414 rsurface.batchvertexposition = NULL;
11415 rsurface.batchvertexpositionbuffer = NULL;
11416 rsurface.batchvertexmesh = NULL;
11417 rsurface.batchvertexmeshbuffer = NULL;
11418 rsurface.batchvertex3f = NULL;
11419 rsurface.batchvertex3f_vertexbuffer = NULL;
11420 rsurface.batchvertex3f_bufferoffset = 0;
11421 rsurface.batchsvector3f = NULL;
11422 rsurface.batchsvector3f_vertexbuffer = NULL;
11423 rsurface.batchsvector3f_bufferoffset = 0;
11424 rsurface.batchtvector3f = NULL;
11425 rsurface.batchtvector3f_vertexbuffer = NULL;
11426 rsurface.batchtvector3f_bufferoffset = 0;
11427 rsurface.batchnormal3f = NULL;
11428 rsurface.batchnormal3f_vertexbuffer = NULL;
11429 rsurface.batchnormal3f_bufferoffset = 0;
11430 rsurface.batchlightmapcolor4f = NULL;
11431 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11432 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11433 rsurface.batchtexcoordtexture2f = NULL;
11434 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11435 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11436 rsurface.batchtexcoordlightmap2f = NULL;
11437 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11438 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11439 rsurface.batchelement3i = rsurface.array_batchelement3i;
11440 rsurface.batchelement3i_indexbuffer = NULL;
11441 rsurface.batchelement3i_bufferoffset = 0;
11442 rsurface.batchelement3s = NULL;
11443 rsurface.batchelement3s_indexbuffer = NULL;
11444 rsurface.batchelement3s_bufferoffset = 0;
11445 // we'll only be setting up certain arrays as needed
11446 if (batchneed & BATCHNEED_VERTEXPOSITION)
11447 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11448 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11449 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11450 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11451 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11452 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11453 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11454 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11456 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11457 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11459 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11460 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11461 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11462 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11463 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11464 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11467 for (i = 0;i < texturenumsurfaces;i++)
11469 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11470 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11471 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11472 surfaceadjustvertex = numvertices - surfacefirstvertex;
11473 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11474 // copy only the data requested
11475 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11476 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11477 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11478 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11479 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11481 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11482 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11483 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11484 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11485 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11487 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11488 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11490 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11491 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11492 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11493 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11494 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11495 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11497 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11498 numvertices += surfacenumvertices;
11499 numtriangles += surfacenumtriangles;
11502 // generate a 16bit index array as well if possible
11503 // (in general, dynamic batches fit)
11504 if (numvertices <= 65536)
11506 rsurface.batchelement3s = rsurface.array_batchelement3s;
11507 for (i = 0;i < numtriangles*3;i++)
11508 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11511 // since we've copied everything, the batch now starts at 0
11512 rsurface.batchfirstvertex = 0;
11513 rsurface.batchnumvertices = numvertices;
11514 rsurface.batchfirsttriangle = 0;
11515 rsurface.batchnumtriangles = numtriangles;
11518 // q1bsp surfaces rendered in vertex color mode have to have colors
11519 // calculated based on lightstyles
11520 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11522 // generate color arrays for the surfaces in this list
11526 const int *offsets;
11527 const unsigned char *lm;
11529 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11530 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11531 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11532 for (i = 0;i < texturenumsurfaces;i++)
11534 surface = texturesurfacelist[i];
11535 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11536 surfacenumvertices = surface->num_vertices;
11537 if (surface->lightmapinfo->samples)
11539 for (j = 0;j < surfacenumvertices;j++)
11541 lm = surface->lightmapinfo->samples + offsets[j];
11542 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11543 VectorScale(lm, scale, c);
11544 if (surface->lightmapinfo->styles[1] != 255)
11546 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11548 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11549 VectorMA(c, scale, lm, c);
11550 if (surface->lightmapinfo->styles[2] != 255)
11553 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11554 VectorMA(c, scale, lm, c);
11555 if (surface->lightmapinfo->styles[3] != 255)
11558 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11559 VectorMA(c, scale, lm, c);
11566 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11572 for (j = 0;j < surfacenumvertices;j++)
11574 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11581 // if vertices are deformed (sprite flares and things in maps, possibly
11582 // water waves, bulges and other deformations), modify the copied vertices
11584 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11586 switch (deform->deform)
11589 case Q3DEFORM_PROJECTIONSHADOW:
11590 case Q3DEFORM_TEXT0:
11591 case Q3DEFORM_TEXT1:
11592 case Q3DEFORM_TEXT2:
11593 case Q3DEFORM_TEXT3:
11594 case Q3DEFORM_TEXT4:
11595 case Q3DEFORM_TEXT5:
11596 case Q3DEFORM_TEXT6:
11597 case Q3DEFORM_TEXT7:
11598 case Q3DEFORM_NONE:
11600 case Q3DEFORM_AUTOSPRITE:
11601 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11602 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11603 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11604 VectorNormalize(newforward);
11605 VectorNormalize(newright);
11606 VectorNormalize(newup);
11607 // a single autosprite surface can contain multiple sprites...
11608 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11610 VectorClear(center);
11611 for (i = 0;i < 4;i++)
11612 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11613 VectorScale(center, 0.25f, center);
11614 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11615 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11616 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11617 for (i = 0;i < 4;i++)
11619 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11620 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11623 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11624 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11625 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11626 rsurface.batchvertex3f_vertexbuffer = NULL;
11627 rsurface.batchvertex3f_bufferoffset = 0;
11628 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11629 rsurface.batchsvector3f_vertexbuffer = NULL;
11630 rsurface.batchsvector3f_bufferoffset = 0;
11631 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11632 rsurface.batchtvector3f_vertexbuffer = NULL;
11633 rsurface.batchtvector3f_bufferoffset = 0;
11634 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11635 rsurface.batchnormal3f_vertexbuffer = NULL;
11636 rsurface.batchnormal3f_bufferoffset = 0;
11638 case Q3DEFORM_AUTOSPRITE2:
11639 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11640 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11641 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11642 VectorNormalize(newforward);
11643 VectorNormalize(newright);
11644 VectorNormalize(newup);
11646 const float *v1, *v2;
11656 memset(shortest, 0, sizeof(shortest));
11657 // a single autosprite surface can contain multiple sprites...
11658 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11660 VectorClear(center);
11661 for (i = 0;i < 4;i++)
11662 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11663 VectorScale(center, 0.25f, center);
11664 // find the two shortest edges, then use them to define the
11665 // axis vectors for rotating around the central axis
11666 for (i = 0;i < 6;i++)
11668 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11669 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11670 l = VectorDistance2(v1, v2);
11671 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11672 if (v1[2] != v2[2])
11673 l += (1.0f / 1024.0f);
11674 if (shortest[0].length2 > l || i == 0)
11676 shortest[1] = shortest[0];
11677 shortest[0].length2 = l;
11678 shortest[0].v1 = v1;
11679 shortest[0].v2 = v2;
11681 else if (shortest[1].length2 > l || i == 1)
11683 shortest[1].length2 = l;
11684 shortest[1].v1 = v1;
11685 shortest[1].v2 = v2;
11688 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11689 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11690 // this calculates the right vector from the shortest edge
11691 // and the up vector from the edge midpoints
11692 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11693 VectorNormalize(right);
11694 VectorSubtract(end, start, up);
11695 VectorNormalize(up);
11696 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11697 VectorSubtract(rsurface.localvieworigin, center, forward);
11698 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11699 VectorNegate(forward, forward);
11700 VectorReflect(forward, 0, up, forward);
11701 VectorNormalize(forward);
11702 CrossProduct(up, forward, newright);
11703 VectorNormalize(newright);
11704 // rotate the quad around the up axis vector, this is made
11705 // especially easy by the fact we know the quad is flat,
11706 // so we only have to subtract the center position and
11707 // measure distance along the right vector, and then
11708 // multiply that by the newright vector and add back the
11710 // we also need to subtract the old position to undo the
11711 // displacement from the center, which we do with a
11712 // DotProduct, the subtraction/addition of center is also
11713 // optimized into DotProducts here
11714 l = DotProduct(right, center);
11715 for (i = 0;i < 4;i++)
11717 v1 = rsurface.batchvertex3f + 3*(j+i);
11718 f = DotProduct(right, v1) - l;
11719 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11723 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11724 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11725 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11726 rsurface.batchvertex3f_vertexbuffer = NULL;
11727 rsurface.batchvertex3f_bufferoffset = 0;
11728 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11729 rsurface.batchsvector3f_vertexbuffer = NULL;
11730 rsurface.batchsvector3f_bufferoffset = 0;
11731 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11732 rsurface.batchtvector3f_vertexbuffer = NULL;
11733 rsurface.batchtvector3f_bufferoffset = 0;
11734 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11735 rsurface.batchnormal3f_vertexbuffer = NULL;
11736 rsurface.batchnormal3f_bufferoffset = 0;
11738 case Q3DEFORM_NORMAL:
11739 // deform the normals to make reflections wavey
11740 for (j = 0;j < rsurface.batchnumvertices;j++)
11743 float *normal = rsurface.array_batchnormal3f + 3*j;
11744 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11745 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11746 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11747 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11748 VectorNormalize(normal);
11750 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11751 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11752 rsurface.batchsvector3f_vertexbuffer = NULL;
11753 rsurface.batchsvector3f_bufferoffset = 0;
11754 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11755 rsurface.batchtvector3f_vertexbuffer = NULL;
11756 rsurface.batchtvector3f_bufferoffset = 0;
11757 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11758 rsurface.batchnormal3f_vertexbuffer = NULL;
11759 rsurface.batchnormal3f_bufferoffset = 0;
11761 case Q3DEFORM_WAVE:
11762 // deform vertex array to make wavey water and flags and such
11763 waveparms[0] = deform->waveparms[0];
11764 waveparms[1] = deform->waveparms[1];
11765 waveparms[2] = deform->waveparms[2];
11766 waveparms[3] = deform->waveparms[3];
11767 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11768 break; // if wavefunc is a nop, don't make a dynamic vertex array
11769 // this is how a divisor of vertex influence on deformation
11770 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11771 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11772 for (j = 0;j < rsurface.batchnumvertices;j++)
11774 // if the wavefunc depends on time, evaluate it per-vertex
11777 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11778 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11780 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11782 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11783 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11784 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11785 rsurface.batchvertex3f_vertexbuffer = NULL;
11786 rsurface.batchvertex3f_bufferoffset = 0;
11787 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11788 rsurface.batchsvector3f_vertexbuffer = NULL;
11789 rsurface.batchsvector3f_bufferoffset = 0;
11790 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11791 rsurface.batchtvector3f_vertexbuffer = NULL;
11792 rsurface.batchtvector3f_bufferoffset = 0;
11793 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11794 rsurface.batchnormal3f_vertexbuffer = NULL;
11795 rsurface.batchnormal3f_bufferoffset = 0;
11797 case Q3DEFORM_BULGE:
11798 // deform vertex array to make the surface have moving bulges
11799 for (j = 0;j < rsurface.batchnumvertices;j++)
11801 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11802 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11804 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11805 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11806 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11807 rsurface.batchvertex3f_vertexbuffer = NULL;
11808 rsurface.batchvertex3f_bufferoffset = 0;
11809 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11810 rsurface.batchsvector3f_vertexbuffer = NULL;
11811 rsurface.batchsvector3f_bufferoffset = 0;
11812 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11813 rsurface.batchtvector3f_vertexbuffer = NULL;
11814 rsurface.batchtvector3f_bufferoffset = 0;
11815 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11816 rsurface.batchnormal3f_vertexbuffer = NULL;
11817 rsurface.batchnormal3f_bufferoffset = 0;
11819 case Q3DEFORM_MOVE:
11820 // deform vertex array
11821 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11822 break; // if wavefunc is a nop, don't make a dynamic vertex array
11823 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11824 VectorScale(deform->parms, scale, waveparms);
11825 for (j = 0;j < rsurface.batchnumvertices;j++)
11826 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11827 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11828 rsurface.batchvertex3f_vertexbuffer = NULL;
11829 rsurface.batchvertex3f_bufferoffset = 0;
11834 // generate texcoords based on the chosen texcoord source
11835 switch(rsurface.texture->tcgen.tcgen)
11838 case Q3TCGEN_TEXTURE:
11840 case Q3TCGEN_LIGHTMAP:
11841 if (rsurface.batchtexcoordlightmap2f)
11842 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11843 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11844 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11845 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11847 case Q3TCGEN_VECTOR:
11848 for (j = 0;j < rsurface.batchnumvertices;j++)
11850 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11851 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11853 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11854 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11855 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11857 case Q3TCGEN_ENVIRONMENT:
11858 // make environment reflections using a spheremap
11859 for (j = 0;j < rsurface.batchnumvertices;j++)
11861 // identical to Q3A's method, but executed in worldspace so
11862 // carried models can be shiny too
11864 float viewer[3], d, reflected[3], worldreflected[3];
11866 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11867 // VectorNormalize(viewer);
11869 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11871 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11872 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11873 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11874 // note: this is proportinal to viewer, so we can normalize later
11876 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11877 VectorNormalize(worldreflected);
11879 // note: this sphere map only uses world x and z!
11880 // so positive and negative y will LOOK THE SAME.
11881 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11882 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11884 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11885 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11886 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11889 // the only tcmod that needs software vertex processing is turbulent, so
11890 // check for it here and apply the changes if needed
11891 // and we only support that as the first one
11892 // (handling a mixture of turbulent and other tcmods would be problematic
11893 // without punting it entirely to a software path)
11894 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11896 amplitude = rsurface.texture->tcmods[0].parms[1];
11897 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11898 for (j = 0;j < rsurface.batchnumvertices;j++)
11900 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11901 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11903 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11904 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11905 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11908 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11910 // convert the modified arrays to vertex structs
11911 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11912 rsurface.batchvertexmeshbuffer = NULL;
11913 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11914 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11915 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11916 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11917 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11918 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11919 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11921 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11923 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11924 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11927 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11928 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11929 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11930 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11931 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11932 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11933 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11934 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11935 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11938 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11940 // convert the modified arrays to vertex structs
11941 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11942 rsurface.batchvertexpositionbuffer = NULL;
11943 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11944 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11946 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11947 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11951 void RSurf_DrawBatch(void)
11953 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11956 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11958 // pick the closest matching water plane
11959 int planeindex, vertexindex, bestplaneindex = -1;
11963 r_waterstate_waterplane_t *p;
11965 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11967 if(p->camera_entity != rsurface.texture->camera_entity)
11970 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11971 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11973 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11974 d += fabs(PlaneDiff(vert, &p->plane));
11976 if (bestd > d || bestplaneindex < 0)
11979 bestplaneindex = planeindex;
11982 return bestplaneindex;
11985 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11988 for (i = 0;i < rsurface.batchnumvertices;i++)
11989 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11990 rsurface.passcolor4f = rsurface.array_passcolor4f;
11991 rsurface.passcolor4f_vertexbuffer = 0;
11992 rsurface.passcolor4f_bufferoffset = 0;
11995 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12002 if (rsurface.passcolor4f)
12004 // generate color arrays
12005 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12007 f = RSurf_FogVertex(v);
12016 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12018 f = RSurf_FogVertex(v);
12025 rsurface.passcolor4f = rsurface.array_passcolor4f;
12026 rsurface.passcolor4f_vertexbuffer = 0;
12027 rsurface.passcolor4f_bufferoffset = 0;
12030 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12037 if (!rsurface.passcolor4f)
12039 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12041 f = RSurf_FogVertex(v);
12042 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12043 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12044 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12047 rsurface.passcolor4f = rsurface.array_passcolor4f;
12048 rsurface.passcolor4f_vertexbuffer = 0;
12049 rsurface.passcolor4f_bufferoffset = 0;
12052 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12057 if (!rsurface.passcolor4f)
12059 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12066 rsurface.passcolor4f = rsurface.array_passcolor4f;
12067 rsurface.passcolor4f_vertexbuffer = 0;
12068 rsurface.passcolor4f_bufferoffset = 0;
12071 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12076 if (!rsurface.passcolor4f)
12078 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12080 c2[0] = c[0] + r_refdef.scene.ambient;
12081 c2[1] = c[1] + r_refdef.scene.ambient;
12082 c2[2] = c[2] + r_refdef.scene.ambient;
12085 rsurface.passcolor4f = rsurface.array_passcolor4f;
12086 rsurface.passcolor4f_vertexbuffer = 0;
12087 rsurface.passcolor4f_bufferoffset = 0;
12090 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12093 rsurface.passcolor4f = NULL;
12094 rsurface.passcolor4f_vertexbuffer = 0;
12095 rsurface.passcolor4f_bufferoffset = 0;
12096 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12097 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12098 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12099 GL_Color(r, g, b, a);
12100 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12104 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12106 // TODO: optimize applyfog && applycolor case
12107 // just apply fog if necessary, and tint the fog color array if necessary
12108 rsurface.passcolor4f = NULL;
12109 rsurface.passcolor4f_vertexbuffer = 0;
12110 rsurface.passcolor4f_bufferoffset = 0;
12111 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12112 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12113 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12114 GL_Color(r, g, b, a);
12118 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12121 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12122 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12123 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12124 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12125 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12126 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12127 GL_Color(r, g, b, a);
12131 static void RSurf_DrawBatch_GL11_ClampColor(void)
12136 if (!rsurface.passcolor4f)
12138 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12140 c2[0] = bound(0.0f, c1[0], 1.0f);
12141 c2[1] = bound(0.0f, c1[1], 1.0f);
12142 c2[2] = bound(0.0f, c1[2], 1.0f);
12143 c2[3] = bound(0.0f, c1[3], 1.0f);
12147 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12155 vec3_t ambientcolor;
12156 vec3_t diffusecolor;
12160 VectorCopy(rsurface.modellight_lightdir, lightdir);
12161 f = 0.5f * r_refdef.lightmapintensity;
12162 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12163 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12164 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12165 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12166 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12167 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12169 if (VectorLength2(diffusecolor) > 0)
12171 // q3-style directional shading
12172 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12174 if ((f = DotProduct(n, lightdir)) > 0)
12175 VectorMA(ambientcolor, f, diffusecolor, c);
12177 VectorCopy(ambientcolor, c);
12184 rsurface.passcolor4f = rsurface.array_passcolor4f;
12185 rsurface.passcolor4f_vertexbuffer = 0;
12186 rsurface.passcolor4f_bufferoffset = 0;
12187 *applycolor = false;
12191 *r = ambientcolor[0];
12192 *g = ambientcolor[1];
12193 *b = ambientcolor[2];
12194 rsurface.passcolor4f = NULL;
12195 rsurface.passcolor4f_vertexbuffer = 0;
12196 rsurface.passcolor4f_bufferoffset = 0;
12200 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12202 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12203 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12204 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12205 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12206 GL_Color(r, g, b, a);
12210 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12216 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12218 f = 1 - RSurf_FogVertex(v);
12226 void RSurf_SetupDepthAndCulling(void)
12228 // submodels are biased to avoid z-fighting with world surfaces that they
12229 // may be exactly overlapping (avoids z-fighting artifacts on certain
12230 // doors and things in Quake maps)
12231 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12232 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12233 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12234 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12237 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12239 // transparent sky would be ridiculous
12240 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12242 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12243 skyrenderlater = true;
12244 RSurf_SetupDepthAndCulling();
12245 GL_DepthMask(true);
12246 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12247 // skymasking on them, and Quake3 never did sky masking (unlike
12248 // software Quake and software Quake2), so disable the sky masking
12249 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12250 // and skymasking also looks very bad when noclipping outside the
12251 // level, so don't use it then either.
12252 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12254 R_Mesh_ResetTextureState();
12255 if (skyrendermasked)
12257 R_SetupShader_DepthOrShadow();
12258 // depth-only (masking)
12259 GL_ColorMask(0,0,0,0);
12260 // just to make sure that braindead drivers don't draw
12261 // anything despite that colormask...
12262 GL_BlendFunc(GL_ZERO, GL_ONE);
12263 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12264 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12268 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12270 GL_BlendFunc(GL_ONE, GL_ZERO);
12271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12272 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12273 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12276 if (skyrendermasked)
12277 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12279 R_Mesh_ResetTextureState();
12280 GL_Color(1, 1, 1, 1);
12283 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12284 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12285 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12287 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12291 // render screenspace normalmap to texture
12292 GL_DepthMask(true);
12293 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12298 // bind lightmap texture
12300 // water/refraction/reflection/camera surfaces have to be handled specially
12301 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12303 int start, end, startplaneindex;
12304 for (start = 0;start < texturenumsurfaces;start = end)
12306 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12307 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12309 // now that we have a batch using the same planeindex, render it
12310 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12312 // render water or distortion background
12313 GL_DepthMask(true);
12314 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12316 // blend surface on top
12317 GL_DepthMask(false);
12318 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12321 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12323 // render surface with reflection texture as input
12324 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12325 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12332 // render surface batch normally
12333 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12334 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12338 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12340 // OpenGL 1.3 path - anything not completely ancient
12341 qboolean applycolor;
12344 const texturelayer_t *layer;
12345 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12346 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12348 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12351 int layertexrgbscale;
12352 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12354 if (layerindex == 0)
12355 GL_AlphaTest(true);
12358 GL_AlphaTest(false);
12359 GL_DepthFunc(GL_EQUAL);
12362 GL_DepthMask(layer->depthmask && writedepth);
12363 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12364 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12366 layertexrgbscale = 4;
12367 VectorScale(layer->color, 0.25f, layercolor);
12369 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12371 layertexrgbscale = 2;
12372 VectorScale(layer->color, 0.5f, layercolor);
12376 layertexrgbscale = 1;
12377 VectorScale(layer->color, 1.0f, layercolor);
12379 layercolor[3] = layer->color[3];
12380 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12381 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12382 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12383 switch (layer->type)
12385 case TEXTURELAYERTYPE_LITTEXTURE:
12386 // single-pass lightmapped texture with 2x rgbscale
12387 R_Mesh_TexBind(0, r_texture_white);
12388 R_Mesh_TexMatrix(0, NULL);
12389 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12390 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12391 R_Mesh_TexBind(1, layer->texture);
12392 R_Mesh_TexMatrix(1, &layer->texmatrix);
12393 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12394 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12395 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12396 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12397 else if (rsurface.uselightmaptexture)
12398 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12400 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12402 case TEXTURELAYERTYPE_TEXTURE:
12403 // singletexture unlit texture with transparency support
12404 R_Mesh_TexBind(0, layer->texture);
12405 R_Mesh_TexMatrix(0, &layer->texmatrix);
12406 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12407 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12408 R_Mesh_TexBind(1, 0);
12409 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12410 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12412 case TEXTURELAYERTYPE_FOG:
12413 // singletexture fogging
12414 if (layer->texture)
12416 R_Mesh_TexBind(0, layer->texture);
12417 R_Mesh_TexMatrix(0, &layer->texmatrix);
12418 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12419 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12423 R_Mesh_TexBind(0, 0);
12424 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12426 R_Mesh_TexBind(1, 0);
12427 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12428 // generate a color array for the fog pass
12429 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12430 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12434 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12439 GL_DepthFunc(GL_LEQUAL);
12440 GL_AlphaTest(false);
12444 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12446 // OpenGL 1.1 - crusty old voodoo path
12449 const texturelayer_t *layer;
12450 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12451 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12453 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12457 if (layerindex == 0)
12458 GL_AlphaTest(true);
12461 GL_AlphaTest(false);
12462 GL_DepthFunc(GL_EQUAL);
12465 GL_DepthMask(layer->depthmask && writedepth);
12466 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12467 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12468 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12469 switch (layer->type)
12471 case TEXTURELAYERTYPE_LITTEXTURE:
12472 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12474 // two-pass lit texture with 2x rgbscale
12475 // first the lightmap pass
12476 R_Mesh_TexBind(0, r_texture_white);
12477 R_Mesh_TexMatrix(0, NULL);
12478 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12479 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12480 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12481 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12482 else if (rsurface.uselightmaptexture)
12483 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12485 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12486 // then apply the texture to it
12487 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12488 R_Mesh_TexBind(0, layer->texture);
12489 R_Mesh_TexMatrix(0, &layer->texmatrix);
12490 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12491 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12492 RSurf_DrawBatch_GL11_Unlit(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);
12496 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12497 R_Mesh_TexBind(0, layer->texture);
12498 R_Mesh_TexMatrix(0, &layer->texmatrix);
12499 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12500 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12501 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12502 RSurf_DrawBatch_GL11_VertexShade(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);
12504 RSurf_DrawBatch_GL11_VertexColor(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);
12507 case TEXTURELAYERTYPE_TEXTURE:
12508 // singletexture unlit texture with transparency support
12509 R_Mesh_TexBind(0, layer->texture);
12510 R_Mesh_TexMatrix(0, &layer->texmatrix);
12511 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12512 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12513 RSurf_DrawBatch_GL11_Unlit(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);
12515 case TEXTURELAYERTYPE_FOG:
12516 // singletexture fogging
12517 if (layer->texture)
12519 R_Mesh_TexBind(0, layer->texture);
12520 R_Mesh_TexMatrix(0, &layer->texmatrix);
12521 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12522 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12526 R_Mesh_TexBind(0, 0);
12527 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12529 // generate a color array for the fog pass
12530 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12531 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12535 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12538 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12540 GL_DepthFunc(GL_LEQUAL);
12541 GL_AlphaTest(false);
12545 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12549 r_vertexgeneric_t *batchvertex;
12552 GL_AlphaTest(false);
12553 R_Mesh_ResetTextureState();
12554 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12556 if(rsurface.texture && rsurface.texture->currentskinframe)
12558 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12559 c[3] *= rsurface.texture->currentalpha;
12569 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12571 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12572 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12573 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12576 // brighten it up (as texture value 127 means "unlit")
12577 c[0] *= 2 * r_refdef.view.colorscale;
12578 c[1] *= 2 * r_refdef.view.colorscale;
12579 c[2] *= 2 * r_refdef.view.colorscale;
12581 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12582 c[3] *= r_wateralpha.value;
12584 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12586 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12587 GL_DepthMask(false);
12589 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12591 GL_BlendFunc(GL_ONE, GL_ONE);
12592 GL_DepthMask(false);
12594 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12596 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12597 GL_DepthMask(false);
12599 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12601 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12602 GL_DepthMask(false);
12606 GL_BlendFunc(GL_ONE, GL_ZERO);
12607 GL_DepthMask(writedepth);
12610 if (r_showsurfaces.integer == 3)
12612 rsurface.passcolor4f = NULL;
12614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12616 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12618 rsurface.passcolor4f = NULL;
12619 rsurface.passcolor4f_vertexbuffer = 0;
12620 rsurface.passcolor4f_bufferoffset = 0;
12622 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12624 qboolean applycolor = true;
12627 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12629 r_refdef.lightmapintensity = 1;
12630 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12631 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12635 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12637 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12638 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12639 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12642 if(!rsurface.passcolor4f)
12643 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12645 RSurf_DrawBatch_GL11_ApplyAmbient();
12646 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12647 if(r_refdef.fogenabled)
12648 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12649 RSurf_DrawBatch_GL11_ClampColor();
12651 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12652 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12655 else if (!r_refdef.view.showdebug)
12657 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12658 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12659 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12661 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12662 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12664 R_Mesh_PrepareVertices_Generic_Unlock();
12667 else if (r_showsurfaces.integer == 4)
12669 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12670 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12671 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12673 unsigned char c = vi << 3;
12674 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12675 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12677 R_Mesh_PrepareVertices_Generic_Unlock();
12680 else if (r_showsurfaces.integer == 2)
12683 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12684 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12685 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12687 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12688 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12689 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12690 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12691 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12692 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12693 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12695 R_Mesh_PrepareVertices_Generic_Unlock();
12696 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12700 int texturesurfaceindex;
12702 const msurface_t *surface;
12703 unsigned char surfacecolor4ub[4];
12704 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12705 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12707 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12709 surface = texturesurfacelist[texturesurfaceindex];
12710 k = (int)(((size_t)surface) / sizeof(msurface_t));
12711 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12712 for (j = 0;j < surface->num_vertices;j++)
12714 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12715 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12719 R_Mesh_PrepareVertices_Generic_Unlock();
12724 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12727 RSurf_SetupDepthAndCulling();
12728 if (r_showsurfaces.integer)
12730 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12733 switch (vid.renderpath)
12735 case RENDERPATH_GL20:
12736 case RENDERPATH_CGGL:
12737 case RENDERPATH_D3D9:
12738 case RENDERPATH_D3D10:
12739 case RENDERPATH_D3D11:
12740 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12742 case RENDERPATH_GL13:
12743 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12745 case RENDERPATH_GL11:
12746 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12752 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12755 RSurf_SetupDepthAndCulling();
12756 if (r_showsurfaces.integer)
12758 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12761 switch (vid.renderpath)
12763 case RENDERPATH_GL20:
12764 case RENDERPATH_CGGL:
12765 case RENDERPATH_D3D9:
12766 case RENDERPATH_D3D10:
12767 case RENDERPATH_D3D11:
12768 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12770 case RENDERPATH_GL13:
12771 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12773 case RENDERPATH_GL11:
12774 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12780 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12783 int texturenumsurfaces, endsurface;
12784 texture_t *texture;
12785 const msurface_t *surface;
12786 #define MAXBATCH_TRANSPARENTSURFACES 256
12787 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12789 // if the model is static it doesn't matter what value we give for
12790 // wantnormals and wanttangents, so this logic uses only rules applicable
12791 // to a model, knowing that they are meaningless otherwise
12792 if (ent == r_refdef.scene.worldentity)
12793 RSurf_ActiveWorldEntity();
12794 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12795 RSurf_ActiveModelEntity(ent, false, false, false);
12798 switch (vid.renderpath)
12800 case RENDERPATH_GL20:
12801 case RENDERPATH_CGGL:
12802 case RENDERPATH_D3D9:
12803 case RENDERPATH_D3D10:
12804 case RENDERPATH_D3D11:
12805 RSurf_ActiveModelEntity(ent, true, true, false);
12807 case RENDERPATH_GL13:
12808 case RENDERPATH_GL11:
12809 RSurf_ActiveModelEntity(ent, true, false, false);
12814 if (r_transparentdepthmasking.integer)
12816 qboolean setup = false;
12817 for (i = 0;i < numsurfaces;i = j)
12820 surface = rsurface.modelsurfaces + surfacelist[i];
12821 texture = surface->texture;
12822 rsurface.texture = R_GetCurrentTexture(texture);
12823 rsurface.lightmaptexture = NULL;
12824 rsurface.deluxemaptexture = NULL;
12825 rsurface.uselightmaptexture = false;
12826 // scan ahead until we find a different texture
12827 endsurface = min(i + 1024, numsurfaces);
12828 texturenumsurfaces = 0;
12829 texturesurfacelist[texturenumsurfaces++] = surface;
12830 for (;j < endsurface;j++)
12832 surface = rsurface.modelsurfaces + surfacelist[j];
12833 if (texture != surface->texture)
12835 texturesurfacelist[texturenumsurfaces++] = surface;
12837 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12839 // render the range of surfaces as depth
12843 GL_ColorMask(0,0,0,0);
12845 GL_DepthTest(true);
12846 GL_BlendFunc(GL_ONE, GL_ZERO);
12847 GL_DepthMask(true);
12848 GL_AlphaTest(false);
12849 R_Mesh_ResetTextureState();
12850 R_SetupShader_DepthOrShadow();
12852 RSurf_SetupDepthAndCulling();
12853 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12854 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12858 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12861 for (i = 0;i < numsurfaces;i = j)
12864 surface = rsurface.modelsurfaces + surfacelist[i];
12865 texture = surface->texture;
12866 rsurface.texture = R_GetCurrentTexture(texture);
12867 rsurface.lightmaptexture = surface->lightmaptexture;
12868 rsurface.deluxemaptexture = surface->deluxemaptexture;
12869 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12870 // scan ahead until we find a different texture
12871 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12872 texturenumsurfaces = 0;
12873 texturesurfacelist[texturenumsurfaces++] = surface;
12874 for (;j < endsurface;j++)
12876 surface = rsurface.modelsurfaces + surfacelist[j];
12877 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12879 texturesurfacelist[texturenumsurfaces++] = surface;
12881 // render the range of surfaces
12882 if (ent == r_refdef.scene.worldentity)
12883 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12885 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12887 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12888 GL_AlphaTest(false);
12891 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12893 // transparent surfaces get pushed off into the transparent queue
12894 int surfacelistindex;
12895 const msurface_t *surface;
12896 vec3_t tempcenter, center;
12897 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12899 surface = texturesurfacelist[surfacelistindex];
12900 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12901 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12902 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12903 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12904 if (queueentity->transparent_offset) // transparent offset
12906 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12907 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12908 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12910 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12914 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12916 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12918 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12920 RSurf_SetupDepthAndCulling();
12921 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12922 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12926 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12928 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12931 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12934 if (!rsurface.texture->currentnumlayers)
12936 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12937 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12939 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12941 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12942 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12943 else if (!rsurface.texture->currentnumlayers)
12945 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12947 // in the deferred case, transparent surfaces were queued during prepass
12948 if (!r_shadow_usingdeferredprepass)
12949 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12953 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12954 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12959 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12962 texture_t *texture;
12963 // break the surface list down into batches by texture and use of lightmapping
12964 for (i = 0;i < numsurfaces;i = j)
12967 // texture is the base texture pointer, rsurface.texture is the
12968 // current frame/skin the texture is directing us to use (for example
12969 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12970 // use skin 1 instead)
12971 texture = surfacelist[i]->texture;
12972 rsurface.texture = R_GetCurrentTexture(texture);
12973 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12974 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12975 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12976 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12978 // if this texture is not the kind we want, skip ahead to the next one
12979 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12983 // simply scan ahead until we find a different texture or lightmap state
12984 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12986 // render the range of surfaces
12987 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12991 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12995 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12998 if (!rsurface.texture->currentnumlayers)
13000 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13001 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13003 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13005 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13006 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13007 else if (!rsurface.texture->currentnumlayers)
13009 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13011 // in the deferred case, transparent surfaces were queued during prepass
13012 if (!r_shadow_usingdeferredprepass)
13013 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13017 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13018 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13023 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13026 texture_t *texture;
13027 // break the surface list down into batches by texture and use of lightmapping
13028 for (i = 0;i < numsurfaces;i = j)
13031 // texture is the base texture pointer, rsurface.texture is the
13032 // current frame/skin the texture is directing us to use (for example
13033 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13034 // use skin 1 instead)
13035 texture = surfacelist[i]->texture;
13036 rsurface.texture = R_GetCurrentTexture(texture);
13037 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13038 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13039 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13040 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13042 // if this texture is not the kind we want, skip ahead to the next one
13043 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13047 // simply scan ahead until we find a different texture or lightmap state
13048 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13050 // render the range of surfaces
13051 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13055 float locboxvertex3f[6*4*3] =
13057 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13058 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13059 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13060 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13061 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13062 1,0,0, 0,0,0, 0,1,0, 1,1,0
13065 unsigned short locboxelements[6*2*3] =
13070 12,13,14, 12,14,15,
13071 16,17,18, 16,18,19,
13075 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13078 cl_locnode_t *loc = (cl_locnode_t *)ent;
13080 float vertex3f[6*4*3];
13082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13083 GL_DepthMask(false);
13084 GL_DepthRange(0, 1);
13085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13086 GL_DepthTest(true);
13087 GL_CullFace(GL_NONE);
13088 R_EntityMatrix(&identitymatrix);
13090 R_Mesh_ResetTextureState();
13092 i = surfacelist[0];
13093 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13094 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13095 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13096 surfacelist[0] < 0 ? 0.5f : 0.125f);
13098 if (VectorCompare(loc->mins, loc->maxs))
13100 VectorSet(size, 2, 2, 2);
13101 VectorMA(loc->mins, -0.5f, size, mins);
13105 VectorCopy(loc->mins, mins);
13106 VectorSubtract(loc->maxs, loc->mins, size);
13109 for (i = 0;i < 6*4*3;)
13110 for (j = 0;j < 3;j++, i++)
13111 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13113 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13114 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13115 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13118 void R_DrawLocs(void)
13121 cl_locnode_t *loc, *nearestloc;
13123 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13124 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13126 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13127 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13131 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13133 if (decalsystem->decals)
13134 Mem_Free(decalsystem->decals);
13135 memset(decalsystem, 0, sizeof(*decalsystem));
13138 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)
13141 tridecal_t *decals;
13144 // expand or initialize the system
13145 if (decalsystem->maxdecals <= decalsystem->numdecals)
13147 decalsystem_t old = *decalsystem;
13148 qboolean useshortelements;
13149 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13150 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13151 decalsystem->decals = (tridecal_t *)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)));
13152 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13153 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13154 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13155 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13156 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13157 if (decalsystem->numdecals)
13158 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13160 Mem_Free(old.decals);
13161 for (i = 0;i < decalsystem->maxdecals*3;i++)
13162 decalsystem->element3i[i] = i;
13163 if (useshortelements)
13164 for (i = 0;i < decalsystem->maxdecals*3;i++)
13165 decalsystem->element3s[i] = i;
13168 // grab a decal and search for another free slot for the next one
13169 decals = decalsystem->decals;
13170 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13171 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13173 decalsystem->freedecal = i;
13174 if (decalsystem->numdecals <= i)
13175 decalsystem->numdecals = i + 1;
13177 // initialize the decal
13179 decal->triangleindex = triangleindex;
13180 decal->surfaceindex = surfaceindex;
13181 decal->decalsequence = decalsequence;
13182 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13183 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13184 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13185 decal->color4ub[0][3] = 255;
13186 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13187 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13188 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13189 decal->color4ub[1][3] = 255;
13190 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13191 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13192 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13193 decal->color4ub[2][3] = 255;
13194 decal->vertex3f[0][0] = v0[0];
13195 decal->vertex3f[0][1] = v0[1];
13196 decal->vertex3f[0][2] = v0[2];
13197 decal->vertex3f[1][0] = v1[0];
13198 decal->vertex3f[1][1] = v1[1];
13199 decal->vertex3f[1][2] = v1[2];
13200 decal->vertex3f[2][0] = v2[0];
13201 decal->vertex3f[2][1] = v2[1];
13202 decal->vertex3f[2][2] = v2[2];
13203 decal->texcoord2f[0][0] = t0[0];
13204 decal->texcoord2f[0][1] = t0[1];
13205 decal->texcoord2f[1][0] = t1[0];
13206 decal->texcoord2f[1][1] = t1[1];
13207 decal->texcoord2f[2][0] = t2[0];
13208 decal->texcoord2f[2][1] = t2[1];
13211 extern cvar_t cl_decals_bias;
13212 extern cvar_t cl_decals_models;
13213 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13214 // baseparms, parms, temps
13215 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)
13220 const float *vertex3f;
13222 float points[2][9][3];
13229 e = rsurface.modelelement3i + 3*triangleindex;
13231 vertex3f = rsurface.modelvertex3f;
13233 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13235 index = 3*e[cornerindex];
13236 VectorCopy(vertex3f + index, v[cornerindex]);
13239 //TriangleNormal(v[0], v[1], v[2], normal);
13240 //if (DotProduct(normal, localnormal) < 0.0f)
13242 // clip by each of the box planes formed from the projection matrix
13243 // if anything survives, we emit the decal
13244 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]);
13247 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]);
13250 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]);
13253 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]);
13256 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]);
13259 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]);
13262 // some part of the triangle survived, so we have to accept it...
13265 // dynamic always uses the original triangle
13267 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13269 index = 3*e[cornerindex];
13270 VectorCopy(vertex3f + index, v[cornerindex]);
13273 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13275 // convert vertex positions to texcoords
13276 Matrix4x4_Transform(projection, v[cornerindex], temp);
13277 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13278 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13279 // calculate distance fade from the projection origin
13280 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13281 f = bound(0.0f, f, 1.0f);
13282 c[cornerindex][0] = r * f;
13283 c[cornerindex][1] = g * f;
13284 c[cornerindex][2] = b * f;
13285 c[cornerindex][3] = 1.0f;
13286 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13289 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);
13291 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13292 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);
13294 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)
13296 matrix4x4_t projection;
13297 decalsystem_t *decalsystem;
13300 const msurface_t *surface;
13301 const msurface_t *surfaces;
13302 const int *surfacelist;
13303 const texture_t *texture;
13305 int numsurfacelist;
13306 int surfacelistindex;
13309 float localorigin[3];
13310 float localnormal[3];
13311 float localmins[3];
13312 float localmaxs[3];
13315 float planes[6][4];
13318 int bih_triangles_count;
13319 int bih_triangles[256];
13320 int bih_surfaces[256];
13322 decalsystem = &ent->decalsystem;
13323 model = ent->model;
13324 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13326 R_DecalSystem_Reset(&ent->decalsystem);
13330 if (!model->brush.data_nodes && !cl_decals_models.integer)
13332 if (decalsystem->model)
13333 R_DecalSystem_Reset(decalsystem);
13337 if (decalsystem->model != model)
13338 R_DecalSystem_Reset(decalsystem);
13339 decalsystem->model = model;
13341 RSurf_ActiveModelEntity(ent, false, false, false);
13343 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13344 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13345 VectorNormalize(localnormal);
13346 localsize = worldsize*rsurface.inversematrixscale;
13347 localmins[0] = localorigin[0] - localsize;
13348 localmins[1] = localorigin[1] - localsize;
13349 localmins[2] = localorigin[2] - localsize;
13350 localmaxs[0] = localorigin[0] + localsize;
13351 localmaxs[1] = localorigin[1] + localsize;
13352 localmaxs[2] = localorigin[2] + localsize;
13354 //VectorCopy(localnormal, planes[4]);
13355 //VectorVectors(planes[4], planes[2], planes[0]);
13356 AnglesFromVectors(angles, localnormal, NULL, false);
13357 AngleVectors(angles, planes[0], planes[2], planes[4]);
13358 VectorNegate(planes[0], planes[1]);
13359 VectorNegate(planes[2], planes[3]);
13360 VectorNegate(planes[4], planes[5]);
13361 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13362 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13363 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13364 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13365 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13366 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13371 matrix4x4_t forwardprojection;
13372 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13373 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13378 float projectionvector[4][3];
13379 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13380 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13381 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13382 projectionvector[0][0] = planes[0][0] * ilocalsize;
13383 projectionvector[0][1] = planes[1][0] * ilocalsize;
13384 projectionvector[0][2] = planes[2][0] * ilocalsize;
13385 projectionvector[1][0] = planes[0][1] * ilocalsize;
13386 projectionvector[1][1] = planes[1][1] * ilocalsize;
13387 projectionvector[1][2] = planes[2][1] * ilocalsize;
13388 projectionvector[2][0] = planes[0][2] * ilocalsize;
13389 projectionvector[2][1] = planes[1][2] * ilocalsize;
13390 projectionvector[2][2] = planes[2][2] * ilocalsize;
13391 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13392 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13393 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13394 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13398 dynamic = model->surfmesh.isanimated;
13399 numsurfacelist = model->nummodelsurfaces;
13400 surfacelist = model->sortedmodelsurfaces;
13401 surfaces = model->data_surfaces;
13404 bih_triangles_count = -1;
13407 if(model->render_bih.numleafs)
13408 bih = &model->render_bih;
13409 else if(model->collision_bih.numleafs)
13410 bih = &model->collision_bih;
13413 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13414 if(bih_triangles_count == 0)
13416 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13418 if(bih_triangles_count > 0)
13420 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13422 surfaceindex = bih_surfaces[triangleindex];
13423 surface = surfaces + surfaceindex;
13424 texture = surface->texture;
13425 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13427 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13429 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13434 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13436 surfaceindex = surfacelist[surfacelistindex];
13437 surface = surfaces + surfaceindex;
13438 // check cull box first because it rejects more than any other check
13439 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13441 // skip transparent surfaces
13442 texture = surface->texture;
13443 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13445 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13447 numtriangles = surface->num_triangles;
13448 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13449 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13454 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13455 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)
13457 int renderentityindex;
13458 float worldmins[3];
13459 float worldmaxs[3];
13460 entity_render_t *ent;
13462 if (!cl_decals_newsystem.integer)
13465 worldmins[0] = worldorigin[0] - worldsize;
13466 worldmins[1] = worldorigin[1] - worldsize;
13467 worldmins[2] = worldorigin[2] - worldsize;
13468 worldmaxs[0] = worldorigin[0] + worldsize;
13469 worldmaxs[1] = worldorigin[1] + worldsize;
13470 worldmaxs[2] = worldorigin[2] + worldsize;
13472 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13474 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13476 ent = r_refdef.scene.entities[renderentityindex];
13477 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13480 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13484 typedef struct r_decalsystem_splatqueue_s
13486 vec3_t worldorigin;
13487 vec3_t worldnormal;
13493 r_decalsystem_splatqueue_t;
13495 int r_decalsystem_numqueued = 0;
13496 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13498 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)
13500 r_decalsystem_splatqueue_t *queue;
13502 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13505 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13506 VectorCopy(worldorigin, queue->worldorigin);
13507 VectorCopy(worldnormal, queue->worldnormal);
13508 Vector4Set(queue->color, r, g, b, a);
13509 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13510 queue->worldsize = worldsize;
13511 queue->decalsequence = cl.decalsequence++;
13514 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13517 r_decalsystem_splatqueue_t *queue;
13519 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13520 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);
13521 r_decalsystem_numqueued = 0;
13524 extern cvar_t cl_decals_max;
13525 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13528 decalsystem_t *decalsystem = &ent->decalsystem;
13535 if (!decalsystem->numdecals)
13538 if (r_showsurfaces.integer)
13541 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13543 R_DecalSystem_Reset(decalsystem);
13547 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13548 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13550 if (decalsystem->lastupdatetime)
13551 frametime = (cl.time - decalsystem->lastupdatetime);
13554 decalsystem->lastupdatetime = cl.time;
13555 decal = decalsystem->decals;
13556 numdecals = decalsystem->numdecals;
13558 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13560 if (decal->color4ub[0][3])
13562 decal->lived += frametime;
13563 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13565 memset(decal, 0, sizeof(*decal));
13566 if (decalsystem->freedecal > i)
13567 decalsystem->freedecal = i;
13571 decal = decalsystem->decals;
13572 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13575 // collapse the array by shuffling the tail decals into the gaps
13578 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13579 decalsystem->freedecal++;
13580 if (decalsystem->freedecal == numdecals)
13582 decal[decalsystem->freedecal] = decal[--numdecals];
13585 decalsystem->numdecals = numdecals;
13587 if (numdecals <= 0)
13589 // if there are no decals left, reset decalsystem
13590 R_DecalSystem_Reset(decalsystem);
13594 extern skinframe_t *decalskinframe;
13595 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13598 decalsystem_t *decalsystem = &ent->decalsystem;
13607 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13610 numdecals = decalsystem->numdecals;
13614 if (r_showsurfaces.integer)
13617 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13619 R_DecalSystem_Reset(decalsystem);
13623 // if the model is static it doesn't matter what value we give for
13624 // wantnormals and wanttangents, so this logic uses only rules applicable
13625 // to a model, knowing that they are meaningless otherwise
13626 if (ent == r_refdef.scene.worldentity)
13627 RSurf_ActiveWorldEntity();
13629 RSurf_ActiveModelEntity(ent, false, false, false);
13631 decalsystem->lastupdatetime = cl.time;
13632 decal = decalsystem->decals;
13634 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13636 // update vertex positions for animated models
13637 v3f = decalsystem->vertex3f;
13638 c4f = decalsystem->color4f;
13639 t2f = decalsystem->texcoord2f;
13640 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13642 if (!decal->color4ub[0][3])
13645 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13648 // update color values for fading decals
13649 if (decal->lived >= cl_decals_time.value)
13651 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13652 alpha *= (1.0f/255.0f);
13655 alpha = 1.0f/255.0f;
13657 c4f[ 0] = decal->color4ub[0][0] * alpha;
13658 c4f[ 1] = decal->color4ub[0][1] * alpha;
13659 c4f[ 2] = decal->color4ub[0][2] * alpha;
13661 c4f[ 4] = decal->color4ub[1][0] * alpha;
13662 c4f[ 5] = decal->color4ub[1][1] * alpha;
13663 c4f[ 6] = decal->color4ub[1][2] * alpha;
13665 c4f[ 8] = decal->color4ub[2][0] * alpha;
13666 c4f[ 9] = decal->color4ub[2][1] * alpha;
13667 c4f[10] = decal->color4ub[2][2] * alpha;
13670 t2f[0] = decal->texcoord2f[0][0];
13671 t2f[1] = decal->texcoord2f[0][1];
13672 t2f[2] = decal->texcoord2f[1][0];
13673 t2f[3] = decal->texcoord2f[1][1];
13674 t2f[4] = decal->texcoord2f[2][0];
13675 t2f[5] = decal->texcoord2f[2][1];
13677 // update vertex positions for animated models
13678 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13680 e = rsurface.modelelement3i + 3*decal->triangleindex;
13681 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13682 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13683 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13687 VectorCopy(decal->vertex3f[0], v3f);
13688 VectorCopy(decal->vertex3f[1], v3f + 3);
13689 VectorCopy(decal->vertex3f[2], v3f + 6);
13692 if (r_refdef.fogenabled)
13694 alpha = RSurf_FogVertex(v3f);
13695 VectorScale(c4f, alpha, c4f);
13696 alpha = RSurf_FogVertex(v3f + 3);
13697 VectorScale(c4f + 4, alpha, c4f + 4);
13698 alpha = RSurf_FogVertex(v3f + 6);
13699 VectorScale(c4f + 8, alpha, c4f + 8);
13710 r_refdef.stats.drawndecals += numtris;
13712 // now render the decals all at once
13713 // (this assumes they all use one particle font texture!)
13714 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);
13715 R_Mesh_ResetTextureState();
13716 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13717 GL_DepthMask(false);
13718 GL_DepthRange(0, 1);
13719 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13720 GL_DepthTest(true);
13721 GL_CullFace(GL_NONE);
13722 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13723 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13724 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13728 static void R_DrawModelDecals(void)
13732 // fade faster when there are too many decals
13733 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13734 for (i = 0;i < r_refdef.scene.numentities;i++)
13735 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13737 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13738 for (i = 0;i < r_refdef.scene.numentities;i++)
13739 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13740 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13742 R_DecalSystem_ApplySplatEntitiesQueue();
13744 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13745 for (i = 0;i < r_refdef.scene.numentities;i++)
13746 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13748 r_refdef.stats.totaldecals += numdecals;
13750 if (r_showsurfaces.integer)
13753 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13755 for (i = 0;i < r_refdef.scene.numentities;i++)
13757 if (!r_refdef.viewcache.entityvisible[i])
13759 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13760 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13764 extern cvar_t mod_collision_bih;
13765 void R_DrawDebugModel(void)
13767 entity_render_t *ent = rsurface.entity;
13768 int i, j, k, l, flagsmask;
13769 const msurface_t *surface;
13770 dp_model_t *model = ent->model;
13773 switch(vid.renderpath)
13775 case RENDERPATH_GL11:
13776 case RENDERPATH_GL13:
13777 case RENDERPATH_GL20:
13778 case RENDERPATH_CGGL:
13780 case RENDERPATH_D3D9:
13781 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13783 case RENDERPATH_D3D10:
13784 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13786 case RENDERPATH_D3D11:
13787 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13791 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13793 R_Mesh_ResetTextureState();
13794 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13795 GL_DepthRange(0, 1);
13796 GL_DepthTest(!r_showdisabledepthtest.integer);
13797 GL_DepthMask(false);
13798 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13800 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13804 qboolean cullbox = ent == r_refdef.scene.worldentity;
13805 const q3mbrush_t *brush;
13806 const bih_t *bih = &model->collision_bih;
13807 const bih_leaf_t *bihleaf;
13808 float vertex3f[3][3];
13809 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13811 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13813 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13815 switch (bihleaf->type)
13818 brush = model->brush.data_brushes + bihleaf->itemindex;
13819 if (brush->colbrushf && brush->colbrushf->numtriangles)
13821 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);
13822 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13823 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13826 case BIH_COLLISIONTRIANGLE:
13827 triangleindex = bihleaf->itemindex;
13828 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13829 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13830 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13831 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);
13832 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13833 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13835 case BIH_RENDERTRIANGLE:
13836 triangleindex = bihleaf->itemindex;
13837 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13838 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13839 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13840 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);
13841 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13842 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13848 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13850 if (r_showtris.integer || r_shownormals.integer)
13852 if (r_showdisabledepthtest.integer)
13854 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13855 GL_DepthMask(false);
13859 GL_BlendFunc(GL_ONE, GL_ZERO);
13860 GL_DepthMask(true);
13862 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13864 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13866 rsurface.texture = R_GetCurrentTexture(surface->texture);
13867 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13870 if (r_showtris.value > 0)
13872 if (!rsurface.texture->currentlayers->depthmask)
13873 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13874 else if (ent == r_refdef.scene.worldentity)
13875 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13877 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13878 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13879 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13881 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13884 if (r_shownormals.value < 0)
13886 qglBegin(GL_LINES);
13887 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13889 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13890 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13891 qglVertex3f(v[0], v[1], v[2]);
13892 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13893 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13894 qglVertex3f(v[0], v[1], v[2]);
13899 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13901 qglBegin(GL_LINES);
13902 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13904 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13905 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13906 qglVertex3f(v[0], v[1], v[2]);
13907 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13908 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13909 qglVertex3f(v[0], v[1], v[2]);
13913 qglBegin(GL_LINES);
13914 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13916 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13917 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13918 qglVertex3f(v[0], v[1], v[2]);
13919 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13920 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13921 qglVertex3f(v[0], v[1], v[2]);
13925 qglBegin(GL_LINES);
13926 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13928 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13929 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13930 qglVertex3f(v[0], v[1], v[2]);
13931 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13932 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13933 qglVertex3f(v[0], v[1], v[2]);
13940 rsurface.texture = NULL;
13944 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13945 int r_maxsurfacelist = 0;
13946 const msurface_t **r_surfacelist = NULL;
13947 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13949 int i, j, endj, flagsmask;
13950 dp_model_t *model = r_refdef.scene.worldmodel;
13951 msurface_t *surfaces;
13952 unsigned char *update;
13953 int numsurfacelist = 0;
13957 if (r_maxsurfacelist < model->num_surfaces)
13959 r_maxsurfacelist = model->num_surfaces;
13961 Mem_Free((msurface_t**)r_surfacelist);
13962 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13965 RSurf_ActiveWorldEntity();
13967 surfaces = model->data_surfaces;
13968 update = model->brushq1.lightmapupdateflags;
13970 // update light styles on this submodel
13971 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13973 model_brush_lightstyleinfo_t *style;
13974 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13976 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13978 int *list = style->surfacelist;
13979 style->value = r_refdef.scene.lightstylevalue[style->style];
13980 for (j = 0;j < style->numsurfaces;j++)
13981 update[list[j]] = true;
13986 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13990 R_DrawDebugModel();
13991 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13995 rsurface.lightmaptexture = NULL;
13996 rsurface.deluxemaptexture = NULL;
13997 rsurface.uselightmaptexture = false;
13998 rsurface.texture = NULL;
13999 rsurface.rtlight = NULL;
14000 numsurfacelist = 0;
14001 // add visible surfaces to draw list
14002 for (i = 0;i < model->nummodelsurfaces;i++)
14004 j = model->sortedmodelsurfaces[i];
14005 if (r_refdef.viewcache.world_surfacevisible[j])
14006 r_surfacelist[numsurfacelist++] = surfaces + j;
14008 // update lightmaps if needed
14009 if (model->brushq1.firstrender)
14011 model->brushq1.firstrender = false;
14012 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14014 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14018 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14019 if (r_refdef.viewcache.world_surfacevisible[j])
14021 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14023 // don't do anything if there were no surfaces
14024 if (!numsurfacelist)
14026 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14029 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14030 GL_AlphaTest(false);
14032 // add to stats if desired
14033 if (r_speeds.integer && !skysurfaces && !depthonly)
14035 r_refdef.stats.world_surfaces += numsurfacelist;
14036 for (j = 0;j < numsurfacelist;j++)
14037 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14040 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14043 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14045 int i, j, endj, flagsmask;
14046 dp_model_t *model = ent->model;
14047 msurface_t *surfaces;
14048 unsigned char *update;
14049 int numsurfacelist = 0;
14053 if (r_maxsurfacelist < model->num_surfaces)
14055 r_maxsurfacelist = model->num_surfaces;
14057 Mem_Free((msurface_t **)r_surfacelist);
14058 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14061 // if the model is static it doesn't matter what value we give for
14062 // wantnormals and wanttangents, so this logic uses only rules applicable
14063 // to a model, knowing that they are meaningless otherwise
14064 if (ent == r_refdef.scene.worldentity)
14065 RSurf_ActiveWorldEntity();
14066 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14067 RSurf_ActiveModelEntity(ent, false, false, false);
14069 RSurf_ActiveModelEntity(ent, true, true, true);
14070 else if (depthonly)
14072 switch (vid.renderpath)
14074 case RENDERPATH_GL20:
14075 case RENDERPATH_CGGL:
14076 case RENDERPATH_D3D9:
14077 case RENDERPATH_D3D10:
14078 case RENDERPATH_D3D11:
14079 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14081 case RENDERPATH_GL13:
14082 case RENDERPATH_GL11:
14083 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14089 switch (vid.renderpath)
14091 case RENDERPATH_GL20:
14092 case RENDERPATH_CGGL:
14093 case RENDERPATH_D3D9:
14094 case RENDERPATH_D3D10:
14095 case RENDERPATH_D3D11:
14096 RSurf_ActiveModelEntity(ent, true, true, false);
14098 case RENDERPATH_GL13:
14099 case RENDERPATH_GL11:
14100 RSurf_ActiveModelEntity(ent, true, false, false);
14105 surfaces = model->data_surfaces;
14106 update = model->brushq1.lightmapupdateflags;
14108 // update light styles
14109 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14111 model_brush_lightstyleinfo_t *style;
14112 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14114 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14116 int *list = style->surfacelist;
14117 style->value = r_refdef.scene.lightstylevalue[style->style];
14118 for (j = 0;j < style->numsurfaces;j++)
14119 update[list[j]] = true;
14124 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14128 R_DrawDebugModel();
14129 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14133 rsurface.lightmaptexture = NULL;
14134 rsurface.deluxemaptexture = NULL;
14135 rsurface.uselightmaptexture = false;
14136 rsurface.texture = NULL;
14137 rsurface.rtlight = NULL;
14138 numsurfacelist = 0;
14139 // add visible surfaces to draw list
14140 for (i = 0;i < model->nummodelsurfaces;i++)
14141 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14142 // don't do anything if there were no surfaces
14143 if (!numsurfacelist)
14145 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14148 // update lightmaps if needed
14152 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14157 R_BuildLightMap(ent, surfaces + j);
14162 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14164 R_BuildLightMap(ent, surfaces + j);
14165 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14166 GL_AlphaTest(false);
14168 // add to stats if desired
14169 if (r_speeds.integer && !skysurfaces && !depthonly)
14171 r_refdef.stats.entities_surfaces += numsurfacelist;
14172 for (j = 0;j < numsurfacelist;j++)
14173 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14176 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14179 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14181 static texture_t texture;
14182 static msurface_t surface;
14183 const msurface_t *surfacelist = &surface;
14185 // fake enough texture and surface state to render this geometry
14187 texture.update_lastrenderframe = -1; // regenerate this texture
14188 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14189 texture.currentskinframe = skinframe;
14190 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14191 texture.offsetmapping = OFFSETMAPPING_OFF;
14192 texture.offsetscale = 1;
14193 texture.specularscalemod = 1;
14194 texture.specularpowermod = 1;
14196 surface.texture = &texture;
14197 surface.num_triangles = numtriangles;
14198 surface.num_firsttriangle = firsttriangle;
14199 surface.num_vertices = numvertices;
14200 surface.num_firstvertex = firstvertex;
14203 rsurface.texture = R_GetCurrentTexture(surface.texture);
14204 rsurface.lightmaptexture = NULL;
14205 rsurface.deluxemaptexture = NULL;
14206 rsurface.uselightmaptexture = false;
14207 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14210 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)
14212 static msurface_t surface;
14213 const msurface_t *surfacelist = &surface;
14215 // fake enough texture and surface state to render this geometry
14217 surface.texture = texture;
14218 surface.num_triangles = numtriangles;
14219 surface.num_firsttriangle = firsttriangle;
14220 surface.num_vertices = numvertices;
14221 surface.num_firstvertex = firstvertex;
14224 rsurface.texture = R_GetCurrentTexture(surface.texture);
14225 rsurface.lightmaptexture = NULL;
14226 rsurface.deluxemaptexture = NULL;
14227 rsurface.uselightmaptexture = false;
14228 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);