2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
91 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
92 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
93 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
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)"};
146 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
147 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
151 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)"};
152 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
153 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"};
154 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
155 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
156 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
158 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
159 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
160 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
161 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
164 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
165 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
166 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
167 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
168 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
169 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
172 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
173 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
174 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)"};
176 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"};
178 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"};
180 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
183 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
184 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"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 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)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
194 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)"};
196 extern cvar_t v_glslgamma;
198 extern qboolean v_flipped_state;
200 static struct r_bloomstate_s
205 int bloomwidth, bloomheight;
207 int screentexturewidth, screentextureheight;
208 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
210 int bloomtexturewidth, bloomtextureheight;
211 rtexture_t *texture_bloom;
213 // arrays for rendering the screen passes
214 float screentexcoord2f[8];
215 float bloomtexcoord2f[8];
216 float offsettexcoord2f[8];
218 r_viewport_t viewport;
222 r_waterstate_t r_waterstate;
224 /// shadow volume bsp struct with automatically growing nodes buffer
227 rtexture_t *r_texture_blanknormalmap;
228 rtexture_t *r_texture_white;
229 rtexture_t *r_texture_grey128;
230 rtexture_t *r_texture_black;
231 rtexture_t *r_texture_notexture;
232 rtexture_t *r_texture_whitecube;
233 rtexture_t *r_texture_normalizationcube;
234 rtexture_t *r_texture_fogattenuation;
235 rtexture_t *r_texture_fogheighttexture;
236 rtexture_t *r_texture_gammaramps;
237 unsigned int r_texture_gammaramps_serial;
238 //rtexture_t *r_texture_fogintensity;
239 rtexture_t *r_texture_reflectcube;
241 // TODO: hash lookups?
242 typedef struct cubemapinfo_s
249 int r_texture_numcubemaps;
250 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
252 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
253 unsigned int r_numqueries;
254 unsigned int r_maxqueries;
256 typedef struct r_qwskincache_s
258 char name[MAX_QPATH];
259 skinframe_t *skinframe;
263 static r_qwskincache_t *r_qwskincache;
264 static int r_qwskincache_size;
266 /// vertex coordinates for a quad that covers the screen exactly
267 const float r_screenvertex3f[12] =
275 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
278 for (i = 0;i < verts;i++)
289 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
292 for (i = 0;i < verts;i++)
302 // FIXME: move this to client?
305 if (gamemode == GAME_NEHAHRA)
307 Cvar_Set("gl_fogenable", "0");
308 Cvar_Set("gl_fogdensity", "0.2");
309 Cvar_Set("gl_fogred", "0.3");
310 Cvar_Set("gl_foggreen", "0.3");
311 Cvar_Set("gl_fogblue", "0.3");
313 r_refdef.fog_density = 0;
314 r_refdef.fog_red = 0;
315 r_refdef.fog_green = 0;
316 r_refdef.fog_blue = 0;
317 r_refdef.fog_alpha = 1;
318 r_refdef.fog_start = 0;
319 r_refdef.fog_end = 16384;
320 r_refdef.fog_height = 1<<30;
321 r_refdef.fog_fadedepth = 128;
322 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
325 static void R_BuildBlankTextures(void)
327 unsigned char data[4];
328 data[2] = 128; // normal X
329 data[1] = 128; // normal Y
330 data[0] = 255; // normal Z
331 data[3] = 128; // height
332 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
342 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
347 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 static void R_BuildNoTexture(void)
353 unsigned char pix[16][16][4];
354 // this makes a light grey/dark grey checkerboard texture
355 for (y = 0;y < 16;y++)
357 for (x = 0;x < 16;x++)
359 if ((y < 8) ^ (x < 8))
375 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
378 static void R_BuildWhiteCube(void)
380 unsigned char data[6*1*1*4];
381 memset(data, 255, sizeof(data));
382 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
385 static void R_BuildNormalizationCube(void)
389 vec_t s, t, intensity;
392 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
393 for (side = 0;side < 6;side++)
395 for (y = 0;y < NORMSIZE;y++)
397 for (x = 0;x < NORMSIZE;x++)
399 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
400 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
435 intensity = 127.0f / sqrt(DotProduct(v, v));
436 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
437 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
438 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
439 data[((side*64+y)*64+x)*4+3] = 255;
443 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
447 static void R_BuildFogTexture(void)
451 unsigned char data1[FOGWIDTH][4];
452 //unsigned char data2[FOGWIDTH][4];
455 r_refdef.fogmasktable_start = r_refdef.fog_start;
456 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
457 r_refdef.fogmasktable_range = r_refdef.fogrange;
458 r_refdef.fogmasktable_density = r_refdef.fog_density;
460 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
461 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
463 d = (x * r - r_refdef.fogmasktable_start);
464 if(developer_extra.integer)
465 Con_DPrintf("%f ", d);
467 if (r_fog_exp2.integer)
468 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
470 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
471 if(developer_extra.integer)
472 Con_DPrintf(" : %f ", alpha);
473 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
474 if(developer_extra.integer)
475 Con_DPrintf(" = %f\n", alpha);
476 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
479 for (x = 0;x < FOGWIDTH;x++)
481 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
486 //data2[x][0] = 255 - b;
487 //data2[x][1] = 255 - b;
488 //data2[x][2] = 255 - b;
491 if (r_texture_fogattenuation)
493 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
494 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
498 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
503 static void R_BuildFogHeightTexture(void)
505 unsigned char *inpixels;
513 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
514 if (r_refdef.fogheighttexturename[0])
515 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
518 r_refdef.fog_height_tablesize = 0;
519 if (r_texture_fogheighttexture)
520 R_FreeTexture(r_texture_fogheighttexture);
521 r_texture_fogheighttexture = NULL;
522 if (r_refdef.fog_height_table2d)
523 Mem_Free(r_refdef.fog_height_table2d);
524 r_refdef.fog_height_table2d = NULL;
525 if (r_refdef.fog_height_table1d)
526 Mem_Free(r_refdef.fog_height_table1d);
527 r_refdef.fog_height_table1d = NULL;
531 r_refdef.fog_height_tablesize = size;
532 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
533 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
534 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
536 // LordHavoc: now the magic - what is that table2d for? it is a cooked
537 // average fog color table accounting for every fog layer between a point
538 // and the camera. (Note: attenuation is handled separately!)
539 for (y = 0;y < size;y++)
541 for (x = 0;x < size;x++)
547 for (j = x;j <= y;j++)
549 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
555 for (j = x;j >= y;j--)
557 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
562 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
563 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
564 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
568 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
571 //=======================================================================================================================================================
573 static const char *builtinshaderstring =
574 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
575 "// written by Forest 'LordHavoc' Hale\n"
576 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
578 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
581 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
582 "#define USELIGHTMAP\n"
584 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
585 "#define USEEYEVECTOR\n"
588 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
589 "# extension GL_ARB_texture_rectangle : enable\n"
592 "#ifdef USESHADOWMAP2D\n"
593 "# ifdef GL_EXT_gpu_shader4\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "# ifdef GL_ARB_texture_gather\n"
597 "# extension GL_ARB_texture_gather : enable\n"
599 "# ifdef GL_AMD_texture_texture4\n"
600 "# extension GL_AMD_texture_texture4 : enable\n"
605 "#ifdef USESHADOWMAPCUBE\n"
606 "# extension GL_EXT_gpu_shader4 : enable\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
645 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
650 "#ifdef FRAGMENT_SHADER\n"
653 " gl_FragColor = gl_Color;\n"
656 "#else // !MODE_SHOWDEPTH\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
665 "#ifdef VERTEX_SHADER\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
671 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
679 "uniform sampler2D Texture_Second;\n"
681 "#ifdef USEGAMMARAMPS\n"
682 "uniform sampler2D Texture_GammaRamps;\n"
684 "#ifdef USESATURATION\n"
685 "uniform float Saturation;\n"
687 "#ifdef USEVIEWTINT\n"
688 "uniform vec4 ViewTintColor;\n"
690 "//uncomment these if you want to use them:\n"
691 "uniform vec4 UserVec1;\n"
692 "uniform vec4 UserVec2;\n"
693 "// uniform vec4 UserVec3;\n"
694 "// uniform vec4 UserVec4;\n"
695 "// uniform float ClientTime;\n"
696 "uniform vec2 PixelSize;\n"
699 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
703 "#ifdef USEVIEWTINT\n"
704 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
707 "#ifdef USEPOSTPROCESSING\n"
708 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
709 "// 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"
710 " float sobel = 1.0;\n"
711 " // vec2 ts = textureSize(Texture_First, 0);\n"
712 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
713 " vec2 px = PixelSize;\n"
714 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
716 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
717 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
718 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
719 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
720 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
722 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
725 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
726 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
727 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
728 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
729 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
730 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
731 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
732 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
733 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
734 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
735 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
736 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
737 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
738 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
739 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
740 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
744 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
745 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
748 "#ifdef USESATURATION\n"
749 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
750 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
751 " // 'vampire sight' effect, wheres red is compensated\n"
752 " #ifdef SATURATION_REDCOMPENSATE\n"
753 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
754 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
755 " gl_FragColor.r += rboost;\n"
757 " // normal desaturation\n"
758 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
759 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
763 "#ifdef USEGAMMARAMPS\n"
764 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
765 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
766 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
770 "#else // !MODE_POSTPROCESS\n"
775 "#ifdef MODE_GENERIC\n"
776 "#ifdef USEDIFFUSE\n"
777 "varying vec2 TexCoord1;\n"
779 "#ifdef USESPECULAR\n"
780 "varying vec2 TexCoord2;\n"
782 "#ifdef VERTEX_SHADER\n"
785 " gl_FrontColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
789 "#ifdef USESPECULAR\n"
790 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
792 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
796 "#ifdef FRAGMENT_SHADER\n"
797 "#ifdef USEDIFFUSE\n"
798 "uniform sampler2D Texture_First;\n"
800 "#ifdef USESPECULAR\n"
801 "uniform sampler2D Texture_Second;\n"
806 " gl_FragColor = gl_Color;\n"
807 "#ifdef USEDIFFUSE\n"
808 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
811 "#ifdef USESPECULAR\n"
812 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
813 "# ifdef USECOLORMAPPING\n"
814 " gl_FragColor *= tex2;\n"
817 " gl_FragColor += tex2;\n"
819 "# ifdef USEVERTEXTEXTUREBLEND\n"
820 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
825 "#else // !MODE_GENERIC\n"
830 "#ifdef MODE_BLOOMBLUR\n"
831 "varying TexCoord;\n"
832 "#ifdef VERTEX_SHADER\n"
835 " gl_FrontColor = gl_Color;\n"
836 " TexCoord = gl_MultiTexCoord0.xy;\n"
837 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
841 "#ifdef FRAGMENT_SHADER\n"
842 "uniform sampler2D Texture_First;\n"
843 "uniform vec4 BloomBlur_Parameters;\n"
848 " vec2 tc = TexCoord;\n"
849 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
850 " tc += BloomBlur_Parameters.xy;\n"
851 " for (i = 1;i < SAMPLES;i++)\n"
853 " color += texture2D(Texture_First, tc).rgb;\n"
854 " tc += BloomBlur_Parameters.xy;\n"
856 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
859 "#else // !MODE_BLOOMBLUR\n"
860 "#ifdef MODE_REFRACTION\n"
861 "varying vec2 TexCoord;\n"
862 "varying vec4 ModelViewProjectionPosition;\n"
863 "uniform mat4 TexMatrix;\n"
864 "#ifdef VERTEX_SHADER\n"
868 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
869 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
870 " ModelViewProjectionPosition = gl_Position;\n"
874 "#ifdef FRAGMENT_SHADER\n"
875 "uniform sampler2D Texture_Normal;\n"
876 "uniform sampler2D Texture_Refraction;\n"
877 "uniform sampler2D Texture_Reflection;\n"
879 "uniform vec4 DistortScaleRefractReflect;\n"
880 "uniform vec4 ScreenScaleRefractReflect;\n"
881 "uniform vec4 ScreenCenterRefractReflect;\n"
882 "uniform vec4 RefractColor;\n"
883 "uniform vec4 ReflectColor;\n"
884 "uniform float ReflectFactor;\n"
885 "uniform float ReflectOffset;\n"
889 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
890 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
891 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
892 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
893 " // FIXME temporary hack to detect the case that the reflection\n"
894 " // gets blackened at edges due to leaving the area that contains actual\n"
896 " // Remove this 'ack once we have a better way to stop this thing from\n"
898 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
899 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
900 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
901 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
902 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
903 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
906 "#else // !MODE_REFRACTION\n"
911 "#ifdef MODE_WATER\n"
912 "varying vec2 TexCoord;\n"
913 "varying vec3 EyeVector;\n"
914 "varying vec4 ModelViewProjectionPosition;\n"
915 "#ifdef VERTEX_SHADER\n"
916 "uniform vec3 EyePosition;\n"
917 "uniform mat4 TexMatrix;\n"
921 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
922 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
923 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
924 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
925 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
926 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
927 " ModelViewProjectionPosition = gl_Position;\n"
931 "#ifdef FRAGMENT_SHADER\n"
932 "uniform sampler2D Texture_Normal;\n"
933 "uniform sampler2D Texture_Refraction;\n"
934 "uniform sampler2D Texture_Reflection;\n"
936 "uniform vec4 DistortScaleRefractReflect;\n"
937 "uniform vec4 ScreenScaleRefractReflect;\n"
938 "uniform vec4 ScreenCenterRefractReflect;\n"
939 "uniform vec4 RefractColor;\n"
940 "uniform vec4 ReflectColor;\n"
941 "uniform float ReflectFactor;\n"
942 "uniform float ReflectOffset;\n"
943 "uniform float ClientTime;\n"
944 "#ifdef USENORMALMAPSCROLLBLEND\n"
945 "uniform vec2 NormalmapScrollBlend;\n"
950 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
951 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
952 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
953 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
954 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
955 " #ifdef USENORMALMAPSCROLLBLEND\n"
956 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
957 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
958 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
960 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
962 " // FIXME temporary hack to detect the case that the reflection\n"
963 " // gets blackened at edges due to leaving the area that contains actual\n"
965 " // Remove this 'ack once we have a better way to stop this thing from\n"
967 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
968 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
969 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
970 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
971 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
972 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
973 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
974 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
975 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
976 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
977 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
978 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
979 " gl_FragColor.a = f1 + 0.5;\n"
982 "#else // !MODE_WATER\n"
987 "// common definitions between vertex shader and fragment shader:\n"
989 "varying vec2 TexCoord;\n"
990 "#ifdef USEVERTEXTEXTUREBLEND\n"
991 "varying vec2 TexCoord2;\n"
993 "#ifdef USELIGHTMAP\n"
994 "varying vec2 TexCoordLightmap;\n"
997 "#ifdef MODE_LIGHTSOURCE\n"
998 "varying vec3 CubeVector;\n"
1001 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1002 "varying vec3 LightVector;\n"
1005 "#ifdef USEEYEVECTOR\n"
1006 "varying vec3 EyeVector;\n"
1009 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1012 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1013 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1014 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1015 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1018 "#ifdef USEREFLECTION\n"
1019 "varying vec4 ModelViewProjectionPosition;\n"
1021 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1022 "uniform vec3 LightPosition;\n"
1023 "varying vec4 ModelViewPosition;\n"
1026 "#ifdef MODE_LIGHTSOURCE\n"
1027 "uniform vec3 LightPosition;\n"
1029 "uniform vec3 EyePosition;\n"
1030 "#ifdef MODE_LIGHTDIRECTION\n"
1031 "uniform vec3 LightDir;\n"
1033 "uniform vec4 FogPlane;\n"
1035 "#ifdef USESHADOWMAPORTHO\n"
1036 "varying vec3 ShadowMapTC;\n"
1043 "// 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"
1045 "// fragment shader specific:\n"
1046 "#ifdef FRAGMENT_SHADER\n"
1048 "uniform sampler2D Texture_Normal;\n"
1049 "uniform sampler2D Texture_Color;\n"
1050 "uniform sampler2D Texture_Gloss;\n"
1052 "uniform sampler2D Texture_Glow;\n"
1054 "#ifdef USEVERTEXTEXTUREBLEND\n"
1055 "uniform sampler2D Texture_SecondaryNormal;\n"
1056 "uniform sampler2D Texture_SecondaryColor;\n"
1057 "uniform sampler2D Texture_SecondaryGloss;\n"
1059 "uniform sampler2D Texture_SecondaryGlow;\n"
1062 "#ifdef USECOLORMAPPING\n"
1063 "uniform sampler2D Texture_Pants;\n"
1064 "uniform sampler2D Texture_Shirt;\n"
1067 "#ifdef USEFOGHEIGHTTEXTURE\n"
1068 "uniform sampler2D Texture_FogHeightTexture;\n"
1070 "uniform sampler2D Texture_FogMask;\n"
1072 "#ifdef USELIGHTMAP\n"
1073 "uniform sampler2D Texture_Lightmap;\n"
1075 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1076 "uniform sampler2D Texture_Deluxemap;\n"
1078 "#ifdef USEREFLECTION\n"
1079 "uniform sampler2D Texture_Reflection;\n"
1082 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1083 "uniform sampler2D Texture_ScreenDepth;\n"
1084 "uniform sampler2D Texture_ScreenNormalMap;\n"
1086 "#ifdef USEDEFERREDLIGHTMAP\n"
1087 "uniform sampler2D Texture_ScreenDiffuse;\n"
1088 "uniform sampler2D Texture_ScreenSpecular;\n"
1091 "uniform myhalf3 Color_Pants;\n"
1092 "uniform myhalf3 Color_Shirt;\n"
1093 "uniform myhalf3 FogColor;\n"
1096 "uniform float FogRangeRecip;\n"
1097 "uniform float FogPlaneViewDist;\n"
1098 "uniform float FogHeightFade;\n"
1099 "vec3 FogVertex(vec3 surfacecolor)\n"
1101 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1102 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1104 "#ifdef USEFOGHEIGHTTEXTURE\n"
1105 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1106 " fogfrac = fogheightpixel.a;\n"
1107 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1109 "# ifdef USEFOGOUTSIDE\n"
1110 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1112 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1114 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1119 "#ifdef USEOFFSETMAPPING\n"
1120 "uniform float OffsetMapping_Scale;\n"
1121 "vec2 OffsetMapping(vec2 TexCoord)\n"
1123 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1124 " // 14 sample relief mapping: linear search and then binary search\n"
1125 " // this basically steps forward a small amount repeatedly until it finds\n"
1126 " // itself inside solid, then jitters forward and back using decreasing\n"
1127 " // amounts to find the impact\n"
1128 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1129 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1130 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1131 " vec3 RT = vec3(TexCoord, 1);\n"
1132 " OffsetVector *= 0.1;\n"
1133 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1134 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1135 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1136 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1137 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1138 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1139 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1140 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1141 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1142 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1143 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1144 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1145 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1146 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1149 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1150 " // this basically moves forward the full distance, and then backs up based\n"
1151 " // on height of samples\n"
1152 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1153 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1154 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1155 " TexCoord += OffsetVector;\n"
1156 " OffsetVector *= 0.5;\n"
1157 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1158 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1159 " return TexCoord;\n"
1162 "#endif // USEOFFSETMAPPING\n"
1164 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1165 "uniform sampler2D Texture_Attenuation;\n"
1166 "uniform samplerCube Texture_Cube;\n"
1169 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1171 "#ifdef USESHADOWMAPRECT\n"
1172 "# ifdef USESHADOWSAMPLER\n"
1173 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1175 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1179 "#ifdef USESHADOWMAP2D\n"
1180 "# ifdef USESHADOWSAMPLER\n"
1181 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1183 "uniform sampler2D Texture_ShadowMap2D;\n"
1187 "#ifdef USESHADOWMAPVSDCT\n"
1188 "uniform samplerCube Texture_CubeProjection;\n"
1191 "#ifdef USESHADOWMAPCUBE\n"
1192 "# ifdef USESHADOWSAMPLER\n"
1193 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1195 "uniform samplerCube Texture_ShadowMapCube;\n"
1199 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1200 "uniform vec2 ShadowMap_TextureScale;\n"
1201 "uniform vec4 ShadowMap_Parameters;\n"
1204 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1205 "# ifdef USESHADOWMAPORTHO\n"
1206 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1208 "# ifdef USESHADOWMAPVSDCT\n"
1209 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1211 " vec3 adir = abs(dir);\n"
1212 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1213 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1214 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1217 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1219 " vec3 adir = abs(dir);\n"
1220 " float ma = adir.z;\n"
1221 " vec4 proj = vec4(dir, 2.5);\n"
1222 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1223 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1224 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1225 " 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"
1229 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1231 "#ifdef USESHADOWMAPCUBE\n"
1232 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1234 " vec3 adir = abs(dir);\n"
1235 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1239 "# ifdef USESHADOWMAPRECT\n"
1240 "float ShadowMapCompare(vec3 dir)\n"
1242 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1244 "# ifdef USESHADOWSAMPLER\n"
1246 "# ifdef USESHADOWMAPPCF\n"
1247 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1248 " 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"
1250 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1255 "# ifdef USESHADOWMAPPCF\n"
1256 "# if USESHADOWMAPPCF > 1\n"
1257 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1258 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1259 " 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"
1260 " 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"
1261 " 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"
1262 " 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"
1263 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1264 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1266 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1267 " vec2 offset = fract(shadowmaptc.xy);\n"
1268 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1269 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1270 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1271 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1272 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1275 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1279 "# ifdef USESHADOWMAPORTHO\n"
1280 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1287 "# ifdef USESHADOWMAP2D\n"
1288 "float ShadowMapCompare(vec3 dir)\n"
1290 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1293 "# ifdef USESHADOWSAMPLER\n"
1294 "# ifdef USESHADOWMAPPCF\n"
1295 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1296 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1297 " 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"
1299 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1302 "# ifdef USESHADOWMAPPCF\n"
1303 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1304 "# ifdef GL_ARB_texture_gather\n"
1305 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1307 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1309 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1310 "# if USESHADOWMAPPCF > 1\n"
1311 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1312 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1313 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1314 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1315 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1316 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1317 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1318 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1319 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1320 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1321 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1322 " locols.yz += group2.ab;\n"
1323 " hicols.yz += group8.rg;\n"
1324 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1325 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1326 " mix(locols, hicols, offset.y);\n"
1327 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1328 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1329 " f = dot(cols, vec4(1.0/25.0));\n"
1331 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1332 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1333 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1334 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1335 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1336 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1337 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1340 "# ifdef GL_EXT_gpu_shader4\n"
1341 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1343 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1345 "# if USESHADOWMAPPCF > 1\n"
1346 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1347 " center *= ShadowMap_TextureScale;\n"
1348 " 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"
1349 " 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"
1350 " 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"
1351 " 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"
1352 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1353 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1355 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1356 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1357 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1358 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1359 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1360 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1364 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1367 "# ifdef USESHADOWMAPORTHO\n"
1368 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1375 "# ifdef USESHADOWMAPCUBE\n"
1376 "float ShadowMapCompare(vec3 dir)\n"
1378 " // apply depth texture cubemap as light filter\n"
1379 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1381 "# ifdef USESHADOWSAMPLER\n"
1382 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1384 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1389 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1390 "#endif // FRAGMENT_SHADER\n"
1395 "#ifdef MODE_DEFERREDGEOMETRY\n"
1396 "#ifdef VERTEX_SHADER\n"
1397 "uniform mat4 TexMatrix;\n"
1398 "#ifdef USEVERTEXTEXTUREBLEND\n"
1399 "uniform mat4 BackgroundTexMatrix;\n"
1401 "uniform mat4 ModelViewMatrix;\n"
1404 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1405 "#ifdef USEVERTEXTEXTUREBLEND\n"
1406 " gl_FrontColor = gl_Color;\n"
1407 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1410 " // transform unnormalized eye direction into tangent space\n"
1411 "#ifdef USEOFFSETMAPPING\n"
1412 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1413 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1414 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1415 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1418 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1419 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1420 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1421 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1423 "#endif // VERTEX_SHADER\n"
1425 "#ifdef FRAGMENT_SHADER\n"
1428 "#ifdef USEOFFSETMAPPING\n"
1429 " // apply offsetmapping\n"
1430 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1431 "#define TexCoord TexCoordOffset\n"
1434 "#ifdef USEALPHAKILL\n"
1435 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1441 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1442 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1443 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1446 "#ifdef USEVERTEXTEXTUREBLEND\n"
1447 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1448 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1450 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1451 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1454 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1456 "#endif // FRAGMENT_SHADER\n"
1457 "#else // !MODE_DEFERREDGEOMETRY\n"
1462 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1463 "#ifdef VERTEX_SHADER\n"
1464 "uniform mat4 ModelViewMatrix;\n"
1467 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1468 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1470 "#endif // VERTEX_SHADER\n"
1472 "#ifdef FRAGMENT_SHADER\n"
1473 "uniform mat4 ViewToLight;\n"
1474 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1475 "uniform vec2 ScreenToDepth;\n"
1476 "uniform myhalf3 DeferredColor_Ambient;\n"
1477 "uniform myhalf3 DeferredColor_Diffuse;\n"
1478 "#ifdef USESPECULAR\n"
1479 "uniform myhalf3 DeferredColor_Specular;\n"
1480 "uniform myhalf SpecularPower;\n"
1482 "uniform myhalf2 PixelToScreenTexCoord;\n"
1485 " // calculate viewspace pixel position\n"
1486 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1488 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1489 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1490 " // decode viewspace pixel normal\n"
1491 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1492 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1493 " // surfacenormal = pixel normal in viewspace\n"
1494 " // LightVector = pixel to light in viewspace\n"
1495 " // CubeVector = position in lightspace\n"
1496 " // eyevector = pixel to view in viewspace\n"
1497 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1498 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1499 "#ifdef USEDIFFUSE\n"
1500 " // calculate diffuse shading\n"
1501 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1502 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1504 "#ifdef USESPECULAR\n"
1505 " // calculate directional shading\n"
1506 " vec3 eyevector = position * -1.0;\n"
1507 "# ifdef USEEXACTSPECULARMATH\n"
1508 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1510 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1511 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1515 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1516 " fade *= ShadowMapCompare(CubeVector);\n"
1519 "#ifdef USEDIFFUSE\n"
1520 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1522 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1524 "#ifdef USESPECULAR\n"
1525 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1527 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1530 "# ifdef USECUBEFILTER\n"
1531 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1532 " gl_FragData[0].rgb *= cubecolor;\n"
1533 " gl_FragData[1].rgb *= cubecolor;\n"
1536 "#endif // FRAGMENT_SHADER\n"
1537 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1542 "#ifdef VERTEX_SHADER\n"
1543 "uniform mat4 TexMatrix;\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 "uniform mat4 BackgroundTexMatrix;\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform mat4 ModelToLight;\n"
1550 "#ifdef USESHADOWMAPORTHO\n"
1551 "uniform mat4 ShadowMapMatrix;\n"
1555 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1556 " gl_FrontColor = gl_Color;\n"
1558 " // copy the surface texcoord\n"
1559 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1560 "#ifdef USEVERTEXTEXTUREBLEND\n"
1561 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1563 "#ifdef USELIGHTMAP\n"
1564 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1567 "#ifdef MODE_LIGHTSOURCE\n"
1568 " // transform vertex position into light attenuation/cubemap space\n"
1569 " // (-1 to +1 across the light box)\n"
1570 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1572 "# ifdef USEDIFFUSE\n"
1573 " // transform unnormalized light direction into tangent space\n"
1574 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1575 " // normalize it per pixel)\n"
1576 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1577 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1578 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1579 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1583 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1584 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1585 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1586 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1589 " // transform unnormalized eye direction into tangent space\n"
1590 "#ifdef USEEYEVECTOR\n"
1591 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1592 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1593 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1594 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1598 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1599 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1602 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1603 " VectorS = gl_MultiTexCoord1.xyz;\n"
1604 " VectorT = gl_MultiTexCoord2.xyz;\n"
1605 " VectorR = gl_MultiTexCoord3.xyz;\n"
1608 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1609 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1611 "#ifdef USESHADOWMAPORTHO\n"
1612 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1615 "#ifdef USEREFLECTION\n"
1616 " ModelViewProjectionPosition = gl_Position;\n"
1619 "#endif // VERTEX_SHADER\n"
1624 "#ifdef FRAGMENT_SHADER\n"
1625 "#ifdef USEDEFERREDLIGHTMAP\n"
1626 "uniform myhalf2 PixelToScreenTexCoord;\n"
1627 "uniform myhalf3 DeferredMod_Diffuse;\n"
1628 "uniform myhalf3 DeferredMod_Specular;\n"
1630 "uniform myhalf3 Color_Ambient;\n"
1631 "uniform myhalf3 Color_Diffuse;\n"
1632 "uniform myhalf3 Color_Specular;\n"
1633 "uniform myhalf SpecularPower;\n"
1635 "uniform myhalf3 Color_Glow;\n"
1637 "uniform myhalf Alpha;\n"
1638 "#ifdef USEREFLECTION\n"
1639 "uniform vec4 DistortScaleRefractReflect;\n"
1640 "uniform vec4 ScreenScaleRefractReflect;\n"
1641 "uniform vec4 ScreenCenterRefractReflect;\n"
1642 "uniform myhalf4 ReflectColor;\n"
1644 "#ifdef USEREFLECTCUBE\n"
1645 "uniform mat4 ModelToReflectCube;\n"
1646 "uniform sampler2D Texture_ReflectMask;\n"
1647 "uniform samplerCube Texture_ReflectCube;\n"
1649 "#ifdef MODE_LIGHTDIRECTION\n"
1650 "uniform myhalf3 LightColor;\n"
1652 "#ifdef MODE_LIGHTSOURCE\n"
1653 "uniform myhalf3 LightColor;\n"
1657 "#ifdef USEOFFSETMAPPING\n"
1658 " // apply offsetmapping\n"
1659 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1660 "#define TexCoord TexCoordOffset\n"
1663 " // combine the diffuse textures (base, pants, shirt)\n"
1664 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1665 "#ifdef USEALPHAKILL\n"
1666 " if (color.a < 0.5)\n"
1669 " color.a *= Alpha;\n"
1670 "#ifdef USECOLORMAPPING\n"
1671 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1673 "#ifdef USEVERTEXTEXTUREBLEND\n"
1674 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1675 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1676 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1677 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1679 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1682 " // get the surface normal\n"
1683 "#ifdef USEVERTEXTEXTUREBLEND\n"
1684 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1686 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1689 " // get the material colors\n"
1690 " myhalf3 diffusetex = color.rgb;\n"
1691 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1692 "# ifdef USEVERTEXTEXTUREBLEND\n"
1693 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1695 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1699 "#ifdef USEREFLECTCUBE\n"
1700 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1701 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1702 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1703 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1709 "#ifdef MODE_LIGHTSOURCE\n"
1710 " // light source\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1714 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1715 "#ifdef USESPECULAR\n"
1716 "#ifdef USEEXACTSPECULARMATH\n"
1717 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1719 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1720 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1722 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1725 " color.rgb = diffusetex * Color_Ambient;\n"
1727 " color.rgb *= LightColor;\n"
1728 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1729 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1730 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1732 "# ifdef USECUBEFILTER\n"
1733 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1735 "#endif // MODE_LIGHTSOURCE\n"
1740 "#ifdef MODE_LIGHTDIRECTION\n"
1742 "#ifdef USEDIFFUSE\n"
1743 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1745 "#define lightcolor LightColor\n"
1746 "#endif // MODE_LIGHTDIRECTION\n"
1747 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1749 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1750 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1751 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1752 " // convert modelspace light vector to tangentspace\n"
1753 " myhalf3 lightnormal;\n"
1754 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1755 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1756 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1757 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1758 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1759 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1760 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1761 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1762 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1763 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1764 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1765 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1766 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1767 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1768 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1770 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1771 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1772 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1778 "#ifdef MODE_FAKELIGHT\n"
1780 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1781 "myhalf3 lightcolor = myhalf3(1.0);\n"
1782 "#endif // MODE_FAKELIGHT\n"
1787 "#ifdef MODE_LIGHTMAP\n"
1788 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1789 "#endif // MODE_LIGHTMAP\n"
1790 "#ifdef MODE_VERTEXCOLOR\n"
1791 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1792 "#endif // MODE_VERTEXCOLOR\n"
1793 "#ifdef MODE_FLATCOLOR\n"
1794 " color.rgb = diffusetex * Color_Ambient;\n"
1795 "#endif // MODE_FLATCOLOR\n"
1801 "# ifdef USEDIFFUSE\n"
1802 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1803 "# ifdef USESPECULAR\n"
1804 "# ifdef USEEXACTSPECULARMATH\n"
1805 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1807 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1808 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1810 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1812 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1815 " color.rgb = diffusetex * Color_Ambient;\n"
1819 "#ifdef USESHADOWMAPORTHO\n"
1820 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1823 "#ifdef USEDEFERREDLIGHTMAP\n"
1824 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1825 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1826 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1830 "#ifdef USEVERTEXTEXTUREBLEND\n"
1831 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1833 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1838 " color.rgb = FogVertex(color.rgb);\n"
1841 " // 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"
1842 "#ifdef USEREFLECTION\n"
1843 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1844 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1845 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1846 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1847 " // FIXME temporary hack to detect the case that the reflection\n"
1848 " // gets blackened at edges due to leaving the area that contains actual\n"
1850 " // Remove this 'ack once we have a better way to stop this thing from\n"
1852 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1853 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1854 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1855 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1856 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1857 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1860 " gl_FragColor = vec4(color);\n"
1862 "#endif // FRAGMENT_SHADER\n"
1864 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1865 "#endif // !MODE_DEFERREDGEOMETRY\n"
1866 "#endif // !MODE_WATER\n"
1867 "#endif // !MODE_REFRACTION\n"
1868 "#endif // !MODE_BLOOMBLUR\n"
1869 "#endif // !MODE_GENERIC\n"
1870 "#endif // !MODE_POSTPROCESS\n"
1871 "#endif // !MODE_SHOWDEPTH\n"
1872 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1876 =========================================================================================================================================================
1880 =========================================================================================================================================================
1884 =========================================================================================================================================================
1888 =========================================================================================================================================================
1892 =========================================================================================================================================================
1896 =========================================================================================================================================================
1900 =========================================================================================================================================================
1903 const char *builtincgshaderstring =
1904 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1905 "// written by Forest 'LordHavoc' Hale\n"
1906 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1908 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1909 "#if defined(USEREFLECTION)\n"
1910 "#undef USESHADOWMAPORTHO\n"
1913 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1916 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1917 "#define USELIGHTMAP\n"
1919 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1920 "#define USEEYEVECTOR\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1924 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1927 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1928 "#ifdef VERTEX_SHADER\n"
1931 "float4 gl_Vertex : POSITION,\n"
1932 "uniform float4x4 ModelViewProjectionMatrix,\n"
1933 "out float4 gl_Position : POSITION\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1939 "#else // !MODE_DEPTH_ORSHADOW\n"
1944 "#ifdef MODE_SHOWDEPTH\n"
1945 "#ifdef VERTEX_SHADER\n"
1948 "float4 gl_Vertex : POSITION,\n"
1949 "uniform float4x4 ModelViewProjectionMatrix,\n"
1950 "out float4 gl_Position : POSITION,\n"
1951 "out float4 gl_FrontColor : COLOR0\n"
1954 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1955 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1959 "#ifdef FRAGMENT_SHADER\n"
1962 "float4 gl_FrontColor : COLOR0,\n"
1963 "out float4 gl_FragColor : COLOR\n"
1966 " gl_FragColor = gl_FrontColor;\n"
1969 "#else // !MODE_SHOWDEPTH\n"
1974 "#ifdef MODE_POSTPROCESS\n"
1976 "#ifdef VERTEX_SHADER\n"
1979 "float4 gl_Vertex : POSITION,\n"
1980 "uniform float4x4 ModelViewProjectionMatrix,\n"
1981 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1982 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1983 "out float4 gl_Position : POSITION,\n"
1984 "out float2 TexCoord1 : TEXCOORD0,\n"
1985 "out float2 TexCoord2 : TEXCOORD1\n"
1988 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1989 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1991 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1996 "#ifdef FRAGMENT_SHADER\n"
1999 "float2 TexCoord1 : TEXCOORD0,\n"
2000 "float2 TexCoord2 : TEXCOORD1,\n"
2001 "uniform sampler2D Texture_First,\n"
2003 "uniform sampler2D Texture_Second,\n"
2005 "#ifdef USEGAMMARAMPS\n"
2006 "uniform sampler2D Texture_GammaRamps,\n"
2008 "#ifdef USESATURATION\n"
2009 "uniform float Saturation,\n"
2011 "#ifdef USEVIEWTINT\n"
2012 "uniform float4 ViewTintColor,\n"
2014 "uniform float4 UserVec1,\n"
2015 "uniform float4 UserVec2,\n"
2016 "uniform float4 UserVec3,\n"
2017 "uniform float4 UserVec4,\n"
2018 "uniform float ClientTime,\n"
2019 "uniform float2 PixelSize,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2025 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2027 "#ifdef USEVIEWTINT\n"
2028 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2031 "#ifdef USEPOSTPROCESSING\n"
2032 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2033 "// 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"
2034 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2035 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2036 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2037 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2038 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2039 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2042 "#ifdef USESATURATION\n"
2043 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2044 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2045 " // 'vampire sight' effect, wheres red is compensated\n"
2046 " #ifdef SATURATION_REDCOMPENSATE\n"
2047 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2048 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2049 " gl_FragColor.r += r;\n"
2051 " // normal desaturation\n"
2052 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2053 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2057 "#ifdef USEGAMMARAMPS\n"
2058 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2059 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2060 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2064 "#else // !MODE_POSTPROCESS\n"
2069 "#ifdef MODE_GENERIC\n"
2070 "#ifdef VERTEX_SHADER\n"
2073 "float4 gl_Vertex : POSITION,\n"
2074 "uniform float4x4 ModelViewProjectionMatrix,\n"
2075 "float4 gl_Color : COLOR0,\n"
2076 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2077 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2078 "out float4 gl_Position : POSITION,\n"
2079 "out float4 gl_FrontColor : COLOR,\n"
2080 "out float2 TexCoord1 : TEXCOORD0,\n"
2081 "out float2 TexCoord2 : TEXCOORD1\n"
2084 " gl_FrontColor = gl_Color;\n"
2085 "#ifdef USEDIFFUSE\n"
2086 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2088 "#ifdef USESPECULAR\n"
2089 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2091 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2095 "#ifdef FRAGMENT_SHADER\n"
2099 "float4 gl_FrontColor : COLOR,\n"
2100 "float2 TexCoord1 : TEXCOORD0,\n"
2101 "float2 TexCoord2 : TEXCOORD1,\n"
2102 "#ifdef USEDIFFUSE\n"
2103 "uniform sampler2D Texture_First,\n"
2105 "#ifdef USESPECULAR\n"
2106 "uniform sampler2D Texture_Second,\n"
2108 "out float4 gl_FragColor : COLOR\n"
2111 " gl_FragColor = gl_FrontColor;\n"
2112 "#ifdef USEDIFFUSE\n"
2113 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2116 "#ifdef USESPECULAR\n"
2117 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2118 "# ifdef USECOLORMAPPING\n"
2119 " gl_FragColor *= tex2;\n"
2122 " gl_FragColor += tex2;\n"
2124 "# ifdef USEVERTEXTEXTUREBLEND\n"
2125 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2130 "#else // !MODE_GENERIC\n"
2135 "#ifdef MODE_BLOOMBLUR\n"
2136 "#ifdef VERTEX_SHADER\n"
2139 "float4 gl_Vertex : POSITION,\n"
2140 "uniform float4x4 ModelViewProjectionMatrix,\n"
2141 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2142 "out float4 gl_Position : POSITION,\n"
2143 "out float2 TexCoord : TEXCOORD0\n"
2146 " TexCoord = gl_MultiTexCoord0.xy;\n"
2147 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2151 "#ifdef FRAGMENT_SHADER\n"
2155 "float2 TexCoord : TEXCOORD0,\n"
2156 "uniform sampler2D Texture_First,\n"
2157 "uniform float4 BloomBlur_Parameters,\n"
2158 "out float4 gl_FragColor : COLOR\n"
2162 " float2 tc = TexCoord;\n"
2163 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2164 " tc += BloomBlur_Parameters.xy;\n"
2165 " for (i = 1;i < SAMPLES;i++)\n"
2167 " color += tex2D(Texture_First, tc).rgb;\n"
2168 " tc += BloomBlur_Parameters.xy;\n"
2170 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2173 "#else // !MODE_BLOOMBLUR\n"
2174 "#ifdef MODE_REFRACTION\n"
2175 "#ifdef VERTEX_SHADER\n"
2178 "float4 gl_Vertex : POSITION,\n"
2179 "uniform float4x4 ModelViewProjectionMatrix,\n"
2180 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2181 "uniform float4x4 TexMatrix,\n"
2182 "uniform float3 EyePosition,\n"
2183 "out float4 gl_Position : POSITION,\n"
2184 "out float2 TexCoord : TEXCOORD0,\n"
2185 "out float3 EyeVector : TEXCOORD1,\n"
2186 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2189 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2190 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2191 " ModelViewProjectionPosition = gl_Position;\n"
2195 "#ifdef FRAGMENT_SHADER\n"
2198 "float2 TexCoord : TEXCOORD0,\n"
2199 "float3 EyeVector : TEXCOORD1,\n"
2200 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2201 "uniform sampler2D Texture_Normal,\n"
2202 "uniform sampler2D Texture_Refraction,\n"
2203 "uniform sampler2D Texture_Reflection,\n"
2204 "uniform float4 DistortScaleRefractReflect,\n"
2205 "uniform float4 ScreenScaleRefractReflect,\n"
2206 "uniform float4 ScreenCenterRefractReflect,\n"
2207 "uniform float4 RefractColor,\n"
2208 "out float4 gl_FragColor : COLOR\n"
2211 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2212 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2213 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2214 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2215 " // FIXME temporary hack to detect the case that the reflection\n"
2216 " // gets blackened at edges due to leaving the area that contains actual\n"
2218 " // Remove this 'ack once we have a better way to stop this thing from\n"
2220 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2221 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2222 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2223 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2224 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2225 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2228 "#else // !MODE_REFRACTION\n"
2233 "#ifdef MODE_WATER\n"
2234 "#ifdef VERTEX_SHADER\n"
2238 "float4 gl_Vertex : POSITION,\n"
2239 "uniform float4x4 ModelViewProjectionMatrix,\n"
2240 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2241 "uniform float4x4 TexMatrix,\n"
2242 "uniform float3 EyePosition,\n"
2243 "out float4 gl_Position : POSITION,\n"
2244 "out float2 TexCoord : TEXCOORD0,\n"
2245 "out float3 EyeVector : TEXCOORD1,\n"
2246 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2249 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2250 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2251 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2252 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2253 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2254 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2255 " ModelViewProjectionPosition = gl_Position;\n"
2259 "#ifdef FRAGMENT_SHADER\n"
2262 "float2 TexCoord : TEXCOORD0,\n"
2263 "float3 EyeVector : TEXCOORD1,\n"
2264 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2265 "uniform sampler2D Texture_Normal,\n"
2266 "uniform sampler2D Texture_Refraction,\n"
2267 "uniform sampler2D Texture_Reflection,\n"
2268 "uniform float4 DistortScaleRefractReflect,\n"
2269 "uniform float4 ScreenScaleRefractReflect,\n"
2270 "uniform float4 ScreenCenterRefractReflect,\n"
2271 "uniform float4 RefractColor,\n"
2272 "uniform float4 ReflectColor,\n"
2273 "uniform float ReflectFactor,\n"
2274 "uniform float ReflectOffset,\n"
2275 "out float4 gl_FragColor : COLOR\n"
2278 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2279 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2280 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2281 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2282 " // FIXME temporary hack to detect the case that the reflection\n"
2283 " // gets blackened at edges due to leaving the area that contains actual\n"
2285 " // Remove this 'ack once we have a better way to stop this thing from\n"
2287 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2289 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2290 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2291 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2292 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2295 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2296 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2297 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2298 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2301 "#else // !MODE_WATER\n"
2306 "// 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"
2308 "// fragment shader specific:\n"
2309 "#ifdef FRAGMENT_SHADER\n"
2312 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2315 "#ifdef USEFOGHEIGHTTEXTURE\n"
2316 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2317 " fogfrac = fogheightpixel.a;\n"
2318 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2320 "# ifdef USEFOGOUTSIDE\n"
2321 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2323 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2325 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2330 "#ifdef USEOFFSETMAPPING\n"
2331 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2333 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2334 " // 14 sample relief mapping: linear search and then binary search\n"
2335 " // this basically steps forward a small amount repeatedly until it finds\n"
2336 " // itself inside solid, then jitters forward and back using decreasing\n"
2337 " // amounts to find the impact\n"
2338 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2339 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2340 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2341 " float3 RT = float3(TexCoord, 1);\n"
2342 " OffsetVector *= 0.1;\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2347 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2348 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2349 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2350 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2351 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2352 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2353 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2354 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2355 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2356 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2359 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2360 " // this basically moves forward the full distance, and then backs up based\n"
2361 " // on height of samples\n"
2362 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2363 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2364 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2365 " TexCoord += OffsetVector;\n"
2366 " OffsetVector *= 0.333;\n"
2367 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2368 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2369 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2370 " return TexCoord;\n"
2373 "#endif // USEOFFSETMAPPING\n"
2375 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2376 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2377 "# ifdef USESHADOWMAPORTHO\n"
2378 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2380 "# ifdef USESHADOWMAPVSDCT\n"
2381 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2383 " float3 adir = abs(dir);\n"
2384 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2385 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2386 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2389 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2391 " float3 adir = abs(dir);\n"
2392 " float ma = adir.z;\n"
2393 " float4 proj = float4(dir, 2.5);\n"
2394 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2395 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2396 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2397 " 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"
2401 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2403 "#ifdef USESHADOWMAPCUBE\n"
2404 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2406 " float3 adir = abs(dir);\n"
2407 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2411 "# ifdef USESHADOWMAPRECT\n"
2412 "#ifdef USESHADOWMAPVSDCT\n"
2413 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2415 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2418 "#ifdef USESHADOWMAPVSDCT\n"
2419 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2421 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2424 "# ifdef USESHADOWSAMPLER\n"
2426 "# ifdef USESHADOWMAPPCF\n"
2427 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2428 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2430 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# if USESHADOWMAPPCF > 1\n"
2437 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2438 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2439 " 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"
2440 " 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"
2441 " 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"
2442 " 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"
2443 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2444 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2446 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2447 " float2 offset = frac(shadowmaptc.xy);\n"
2448 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2449 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2450 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2451 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2452 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2455 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2459 "# ifdef USESHADOWMAPORTHO\n"
2460 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2467 "# ifdef USESHADOWMAP2D\n"
2468 "#ifdef USESHADOWMAPVSDCT\n"
2469 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2471 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2474 "#ifdef USESHADOWMAPVSDCT\n"
2475 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2477 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2481 "# ifdef USESHADOWSAMPLER\n"
2482 "# ifdef USESHADOWMAPPCF\n"
2483 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2484 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2485 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2487 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2490 "# ifdef USESHADOWMAPPCF\n"
2491 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2492 "# ifdef GL_ARB_texture_gather\n"
2493 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2495 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2497 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2498 " center *= ShadowMap_TextureScale;\n"
2499 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2500 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2501 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2502 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2503 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2504 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2505 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2507 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2508 "# if USESHADOWMAPPCF > 1\n"
2509 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2510 " center *= ShadowMap_TextureScale;\n"
2511 " 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"
2512 " 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"
2513 " 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"
2514 " 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"
2515 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2516 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2518 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2519 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2520 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2521 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2522 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2523 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2527 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2530 "# ifdef USESHADOWMAPORTHO\n"
2531 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2538 "# ifdef USESHADOWMAPCUBE\n"
2539 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2541 " // apply depth texture cubemap as light filter\n"
2542 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2544 "# ifdef USESHADOWSAMPLER\n"
2545 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2547 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2552 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2553 "#endif // FRAGMENT_SHADER\n"
2558 "#ifdef MODE_DEFERREDGEOMETRY\n"
2559 "#ifdef VERTEX_SHADER\n"
2562 "float4 gl_Vertex : POSITION,\n"
2563 "uniform float4x4 ModelViewProjectionMatrix,\n"
2564 "#ifdef USEVERTEXTEXTUREBLEND\n"
2565 "float4 gl_Color : COLOR0,\n"
2567 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2568 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2569 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2570 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2571 "uniform float4x4 TexMatrix,\n"
2572 "#ifdef USEVERTEXTEXTUREBLEND\n"
2573 "uniform float4x4 BackgroundTexMatrix,\n"
2575 "uniform float4x4 ModelViewMatrix,\n"
2576 "#ifdef USEOFFSETMAPPING\n"
2577 "uniform float3 EyePosition,\n"
2579 "out float4 gl_Position : POSITION,\n"
2580 "out float4 gl_FrontColor : COLOR,\n"
2581 "out float4 TexCoordBoth : TEXCOORD0,\n"
2582 "#ifdef USEOFFSETMAPPING\n"
2583 "out float3 EyeVector : TEXCOORD2,\n"
2585 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2586 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2587 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2590 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 " gl_FrontColor = gl_Color;\n"
2593 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2596 " // transform unnormalized eye direction into tangent space\n"
2597 "#ifdef USEOFFSETMAPPING\n"
2598 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2599 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2600 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2601 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2604 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2605 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2606 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2607 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2609 "#endif // VERTEX_SHADER\n"
2611 "#ifdef FRAGMENT_SHADER\n"
2614 "float4 TexCoordBoth : TEXCOORD0,\n"
2615 "float3 EyeVector : TEXCOORD2,\n"
2616 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2617 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2618 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2619 "uniform sampler2D Texture_Normal,\n"
2620 "#ifdef USEALPHAKILL\n"
2621 "uniform sampler2D Texture_Color,\n"
2623 "uniform sampler2D Texture_Gloss,\n"
2624 "#ifdef USEVERTEXTEXTUREBLEND\n"
2625 "uniform sampler2D Texture_SecondaryNormal,\n"
2626 "uniform sampler2D Texture_SecondaryGloss,\n"
2628 "#ifdef USEOFFSETMAPPING\n"
2629 "uniform float OffsetMapping_Scale,\n"
2631 "uniform half SpecularPower,\n"
2632 "out float4 gl_FragColor : COLOR\n"
2635 " float2 TexCoord = TexCoordBoth.xy;\n"
2636 "#ifdef USEOFFSETMAPPING\n"
2637 " // apply offsetmapping\n"
2638 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2639 "#define TexCoord TexCoordOffset\n"
2642 "#ifdef USEALPHAKILL\n"
2643 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2647 "#ifdef USEVERTEXTEXTUREBLEND\n"
2648 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2649 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2650 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2651 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2654 "#ifdef USEVERTEXTEXTUREBLEND\n"
2655 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2656 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2658 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2659 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2662 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2664 "#endif // FRAGMENT_SHADER\n"
2665 "#else // !MODE_DEFERREDGEOMETRY\n"
2670 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2671 "#ifdef VERTEX_SHADER\n"
2674 "float4 gl_Vertex : POSITION,\n"
2675 "uniform float4x4 ModelViewProjectionMatrix,\n"
2676 "uniform float4x4 ModelViewMatrix,\n"
2677 "out float4 gl_Position : POSITION,\n"
2678 "out float4 ModelViewPosition : TEXCOORD0\n"
2681 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2682 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2684 "#endif // VERTEX_SHADER\n"
2686 "#ifdef FRAGMENT_SHADER\n"
2689 "float2 Pixel : WPOS,\n"
2690 "float4 ModelViewPosition : TEXCOORD0,\n"
2691 "uniform float4x4 ViewToLight,\n"
2692 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2693 "uniform float3 LightPosition,\n"
2694 "uniform half2 PixelToScreenTexCoord,\n"
2695 "uniform half3 DeferredColor_Ambient,\n"
2696 "uniform half3 DeferredColor_Diffuse,\n"
2697 "#ifdef USESPECULAR\n"
2698 "uniform half3 DeferredColor_Specular,\n"
2699 "uniform half SpecularPower,\n"
2701 "uniform sampler2D Texture_Attenuation,\n"
2702 "uniform sampler2D Texture_ScreenDepth,\n"
2703 "uniform sampler2D Texture_ScreenNormalMap,\n"
2705 "#ifdef USECUBEFILTER\n"
2706 "uniform samplerCUBE Texture_Cube,\n"
2709 "#ifdef USESHADOWMAPRECT\n"
2710 "# ifdef USESHADOWSAMPLER\n"
2711 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2713 "uniform samplerRECT Texture_ShadowMapRect,\n"
2717 "#ifdef USESHADOWMAP2D\n"
2718 "# ifdef USESHADOWSAMPLER\n"
2719 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2721 "uniform sampler2D Texture_ShadowMap2D,\n"
2725 "#ifdef USESHADOWMAPVSDCT\n"
2726 "uniform samplerCUBE Texture_CubeProjection,\n"
2729 "#ifdef USESHADOWMAPCUBE\n"
2730 "# ifdef USESHADOWSAMPLER\n"
2731 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2733 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2737 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2738 "uniform float2 ShadowMap_TextureScale,\n"
2739 "uniform float4 ShadowMap_Parameters,\n"
2742 "out float4 gl_FragData0 : COLOR0,\n"
2743 "out float4 gl_FragData1 : COLOR1\n"
2746 " // calculate viewspace pixel position\n"
2747 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2748 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2749 " float3 position;\n"
2750 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2751 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2752 " // decode viewspace pixel normal\n"
2753 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2754 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2755 " // surfacenormal = pixel normal in viewspace\n"
2756 " // LightVector = pixel to light in viewspace\n"
2757 " // CubeVector = position in lightspace\n"
2758 " // eyevector = pixel to view in viewspace\n"
2759 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2760 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2761 "#ifdef USEDIFFUSE\n"
2762 " // calculate diffuse shading\n"
2763 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2764 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2766 "#ifdef USESPECULAR\n"
2767 " // calculate directional shading\n"
2768 " float3 eyevector = position * -1.0;\n"
2769 "# ifdef USEEXACTSPECULARMATH\n"
2770 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2772 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2773 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2777 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2778 " fade *= ShadowMapCompare(CubeVector,\n"
2779 "# if defined(USESHADOWMAP2D)\n"
2780 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2782 "# if defined(USESHADOWMAPRECT)\n"
2783 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2785 "# if defined(USESHADOWMAPCUBE)\n"
2786 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2789 "#ifdef USESHADOWMAPVSDCT\n"
2790 ", Texture_CubeProjection\n"
2795 "#ifdef USEDIFFUSE\n"
2796 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2798 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2800 "#ifdef USESPECULAR\n"
2801 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2803 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2806 "# ifdef USECUBEFILTER\n"
2807 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2808 " gl_FragData0.rgb *= cubecolor;\n"
2809 " gl_FragData1.rgb *= cubecolor;\n"
2812 "#endif // FRAGMENT_SHADER\n"
2813 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2818 "#ifdef VERTEX_SHADER\n"
2821 "float4 gl_Vertex : POSITION,\n"
2822 "uniform float4x4 ModelViewProjectionMatrix,\n"
2823 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2824 "float4 gl_Color : COLOR0,\n"
2826 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2827 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2828 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2829 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2830 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2832 "uniform float3 EyePosition,\n"
2833 "uniform float4x4 TexMatrix,\n"
2834 "#ifdef USEVERTEXTEXTUREBLEND\n"
2835 "uniform float4x4 BackgroundTexMatrix,\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 "uniform float4x4 ModelToLight,\n"
2840 "#ifdef MODE_LIGHTSOURCE\n"
2841 "uniform float3 LightPosition,\n"
2843 "#ifdef MODE_LIGHTDIRECTION\n"
2844 "uniform float3 LightDir,\n"
2846 "uniform float4 FogPlane,\n"
2847 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2848 "uniform float3 LightPosition,\n"
2850 "#ifdef USESHADOWMAPORTHO\n"
2851 "uniform float4x4 ShadowMapMatrix,\n"
2854 "out float4 gl_FrontColor : COLOR,\n"
2855 "out float4 TexCoordBoth : TEXCOORD0,\n"
2856 "#ifdef USELIGHTMAP\n"
2857 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2859 "#ifdef USEEYEVECTOR\n"
2860 "out float3 EyeVector : TEXCOORD2,\n"
2862 "#ifdef USEREFLECTION\n"
2863 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2866 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2868 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2869 "out float3 LightVector : TEXCOORD1,\n"
2871 "#ifdef MODE_LIGHTSOURCE\n"
2872 "out float3 CubeVector : TEXCOORD3,\n"
2874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2875 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2876 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2877 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2879 "#ifdef USESHADOWMAPORTHO\n"
2880 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2882 "out float4 gl_Position : POSITION\n"
2885 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2886 " gl_FrontColor = gl_Color;\n"
2888 " // copy the surface texcoord\n"
2889 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2890 "#ifdef USEVERTEXTEXTUREBLEND\n"
2891 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2893 "#ifdef USELIGHTMAP\n"
2894 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2897 "#ifdef MODE_LIGHTSOURCE\n"
2898 " // transform vertex position into light attenuation/cubemap space\n"
2899 " // (-1 to +1 across the light box)\n"
2900 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2902 "# ifdef USEDIFFUSE\n"
2903 " // transform unnormalized light direction into tangent space\n"
2904 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2905 " // normalize it per pixel)\n"
2906 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2907 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2908 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2909 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2913 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2914 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2915 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2916 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2919 " // transform unnormalized eye direction into tangent space\n"
2920 "#ifdef USEEYEVECTOR\n"
2921 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2922 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2923 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2924 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2928 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2929 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2933 " VectorS = gl_MultiTexCoord1.xyz;\n"
2934 " VectorT = gl_MultiTexCoord2.xyz;\n"
2935 " VectorR = gl_MultiTexCoord3.xyz;\n"
2938 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2939 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2945 "#ifdef USEREFLECTION\n"
2946 " ModelViewProjectionPosition = gl_Position;\n"
2949 "#endif // VERTEX_SHADER\n"
2954 "#ifdef FRAGMENT_SHADER\n"
2957 "#ifdef USEDEFERREDLIGHTMAP\n"
2958 "float2 Pixel : WPOS,\n"
2960 "float4 gl_FrontColor : COLOR,\n"
2961 "float4 TexCoordBoth : TEXCOORD0,\n"
2962 "#ifdef USELIGHTMAP\n"
2963 "float2 TexCoordLightmap : TEXCOORD1,\n"
2965 "#ifdef USEEYEVECTOR\n"
2966 "float3 EyeVector : TEXCOORD2,\n"
2968 "#ifdef USEREFLECTION\n"
2969 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2972 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2974 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2975 "float3 LightVector : TEXCOORD1,\n"
2977 "#ifdef MODE_LIGHTSOURCE\n"
2978 "float3 CubeVector : TEXCOORD3,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "float4 ModelViewPosition : TEXCOORD0,\n"
2983 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2984 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2985 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2986 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2988 "#ifdef USESHADOWMAPORTHO\n"
2989 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2992 "uniform sampler2D Texture_Normal,\n"
2993 "uniform sampler2D Texture_Color,\n"
2994 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2995 "uniform sampler2D Texture_Gloss,\n"
2998 "uniform sampler2D Texture_Glow,\n"
3000 "#ifdef USEVERTEXTEXTUREBLEND\n"
3001 "uniform sampler2D Texture_SecondaryNormal,\n"
3002 "uniform sampler2D Texture_SecondaryColor,\n"
3003 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3004 "uniform sampler2D Texture_SecondaryGloss,\n"
3007 "uniform sampler2D Texture_SecondaryGlow,\n"
3010 "#ifdef USECOLORMAPPING\n"
3011 "uniform sampler2D Texture_Pants,\n"
3012 "uniform sampler2D Texture_Shirt,\n"
3015 "uniform sampler2D Texture_FogHeightTexture,\n"
3016 "uniform sampler2D Texture_FogMask,\n"
3018 "#ifdef USELIGHTMAP\n"
3019 "uniform sampler2D Texture_Lightmap,\n"
3021 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3022 "uniform sampler2D Texture_Deluxemap,\n"
3024 "#ifdef USEREFLECTION\n"
3025 "uniform sampler2D Texture_Reflection,\n"
3028 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3029 "uniform sampler2D Texture_ScreenDepth,\n"
3030 "uniform sampler2D Texture_ScreenNormalMap,\n"
3032 "#ifdef USEDEFERREDLIGHTMAP\n"
3033 "uniform sampler2D Texture_ScreenDiffuse,\n"
3034 "uniform sampler2D Texture_ScreenSpecular,\n"
3037 "#ifdef USECOLORMAPPING\n"
3038 "uniform half3 Color_Pants,\n"
3039 "uniform half3 Color_Shirt,\n"
3042 "uniform float3 FogColor,\n"
3043 "uniform float FogRangeRecip,\n"
3044 "uniform float FogPlaneViewDist,\n"
3045 "uniform float FogHeightFade,\n"
3048 "#ifdef USEOFFSETMAPPING\n"
3049 "uniform float OffsetMapping_Scale,\n"
3052 "#ifdef USEDEFERREDLIGHTMAP\n"
3053 "uniform half2 PixelToScreenTexCoord,\n"
3054 "uniform half3 DeferredMod_Diffuse,\n"
3055 "uniform half3 DeferredMod_Specular,\n"
3057 "uniform half3 Color_Ambient,\n"
3058 "uniform half3 Color_Diffuse,\n"
3059 "uniform half3 Color_Specular,\n"
3060 "uniform half SpecularPower,\n"
3062 "uniform half3 Color_Glow,\n"
3064 "uniform half Alpha,\n"
3065 "#ifdef USEREFLECTION\n"
3066 "uniform float4 DistortScaleRefractReflect,\n"
3067 "uniform float4 ScreenScaleRefractReflect,\n"
3068 "uniform float4 ScreenCenterRefractReflect,\n"
3069 "uniform half4 ReflectColor,\n"
3071 "#ifdef USEREFLECTCUBE\n"
3072 "uniform float4x4 ModelToReflectCube,\n"
3073 "uniform sampler2D Texture_ReflectMask,\n"
3074 "uniform samplerCUBE Texture_ReflectCube,\n"
3076 "#ifdef MODE_LIGHTDIRECTION\n"
3077 "uniform half3 LightColor,\n"
3079 "#ifdef MODE_LIGHTSOURCE\n"
3080 "uniform half3 LightColor,\n"
3083 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3084 "uniform sampler2D Texture_Attenuation,\n"
3085 "uniform samplerCUBE Texture_Cube,\n"
3088 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3090 "#ifdef USESHADOWMAPRECT\n"
3091 "# ifdef USESHADOWSAMPLER\n"
3092 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3094 "uniform samplerRECT Texture_ShadowMapRect,\n"
3098 "#ifdef USESHADOWMAP2D\n"
3099 "# ifdef USESHADOWSAMPLER\n"
3100 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3102 "uniform sampler2D Texture_ShadowMap2D,\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 "uniform samplerCUBE Texture_CubeProjection,\n"
3110 "#ifdef USESHADOWMAPCUBE\n"
3111 "# ifdef USESHADOWSAMPLER\n"
3112 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3114 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3118 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3119 "uniform float2 ShadowMap_TextureScale,\n"
3120 "uniform float4 ShadowMap_Parameters,\n"
3122 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3124 "out float4 gl_FragColor : COLOR\n"
3127 " float2 TexCoord = TexCoordBoth.xy;\n"
3128 "#ifdef USEVERTEXTEXTUREBLEND\n"
3129 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3131 "#ifdef USEOFFSETMAPPING\n"
3132 " // apply offsetmapping\n"
3133 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3134 "#define TexCoord TexCoordOffset\n"
3137 " // combine the diffuse textures (base, pants, shirt)\n"
3138 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3139 "#ifdef USEALPHAKILL\n"
3140 " if (color.a < 0.5)\n"
3143 " color.a *= Alpha;\n"
3144 "#ifdef USECOLORMAPPING\n"
3145 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3147 "#ifdef USEVERTEXTEXTUREBLEND\n"
3148 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3149 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3150 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3151 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3153 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3156 " // get the surface normal\n"
3157 "#ifdef USEVERTEXTEXTUREBLEND\n"
3158 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3160 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3163 " // get the material colors\n"
3164 " half3 diffusetex = color.rgb;\n"
3165 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3166 "# ifdef USEVERTEXTEXTUREBLEND\n"
3167 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3169 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3173 "#ifdef USEREFLECTCUBE\n"
3174 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3175 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3176 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3177 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3183 "#ifdef MODE_LIGHTSOURCE\n"
3184 " // light source\n"
3185 "#ifdef USEDIFFUSE\n"
3186 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3188 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3189 "#ifdef USESPECULAR\n"
3190 "#ifdef USEEXACTSPECULARMATH\n"
3191 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3193 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3194 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3196 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3199 " color.rgb = diffusetex * Color_Ambient;\n"
3201 " color.rgb *= LightColor;\n"
3202 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3203 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3204 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3205 "# if defined(USESHADOWMAP2D)\n"
3206 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3208 "# if defined(USESHADOWMAPRECT)\n"
3209 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3211 "# if defined(USESHADOWMAPCUBE)\n"
3212 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3215 "#ifdef USESHADOWMAPVSDCT\n"
3216 ", Texture_CubeProjection\n"
3221 "# ifdef USECUBEFILTER\n"
3222 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3224 "#endif // MODE_LIGHTSOURCE\n"
3229 "#ifdef MODE_LIGHTDIRECTION\n"
3231 "#ifdef USEDIFFUSE\n"
3232 " half3 lightnormal = half3(normalize(LightVector));\n"
3234 "#define lightcolor LightColor\n"
3235 "#endif // MODE_LIGHTDIRECTION\n"
3236 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3238 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3239 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3240 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3241 " // convert modelspace light vector to tangentspace\n"
3242 " half3 lightnormal;\n"
3243 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3244 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3245 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3246 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3247 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3248 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3249 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3250 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3251 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3252 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3253 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3254 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3255 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3256 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3257 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3259 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3260 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3261 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3267 "#ifdef MODE_FAKELIGHT\n"
3269 "half3 lightnormal = half3(normalize(EyeVector));\n"
3270 "half3 lightcolor = half3(1.0);\n"
3271 "#endif // MODE_FAKELIGHT\n"
3276 "#ifdef MODE_LIGHTMAP\n"
3277 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3278 "#endif // MODE_LIGHTMAP\n"
3279 "#ifdef MODE_VERTEXCOLOR\n"
3280 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3281 "#endif // MODE_VERTEXCOLOR\n"
3282 "#ifdef MODE_FLATCOLOR\n"
3283 " color.rgb = diffusetex * Color_Ambient;\n"
3284 "#endif // MODE_FLATCOLOR\n"
3290 "# ifdef USEDIFFUSE\n"
3291 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3292 "# ifdef USESPECULAR\n"
3293 "# ifdef USEEXACTSPECULARMATH\n"
3294 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3296 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3297 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3299 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3301 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3304 " color.rgb = diffusetex * Color_Ambient;\n"
3308 "#ifdef USESHADOWMAPORTHO\n"
3309 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3310 "# if defined(USESHADOWMAP2D)\n"
3311 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3313 "# if defined(USESHADOWMAPRECT)\n"
3314 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3319 "#ifdef USEDEFERREDLIGHTMAP\n"
3320 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3321 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3322 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3326 "#ifdef USEVERTEXTEXTUREBLEND\n"
3327 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3329 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3334 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3337 " // 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"
3338 "#ifdef USEREFLECTION\n"
3339 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3340 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3341 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3342 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3343 " // FIXME temporary hack to detect the case that the reflection\n"
3344 " // gets blackened at edges due to leaving the area that contains actual\n"
3346 " // Remove this 'ack once we have a better way to stop this thing from\n"
3348 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3349 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3350 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3351 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3352 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3353 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3356 " gl_FragColor = float4(color);\n"
3358 "#endif // FRAGMENT_SHADER\n"
3360 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3361 "#endif // !MODE_DEFERREDGEOMETRY\n"
3362 "#endif // !MODE_WATER\n"
3363 "#endif // !MODE_REFRACTION\n"
3364 "#endif // !MODE_BLOOMBLUR\n"
3365 "#endif // !MODE_GENERIC\n"
3366 "#endif // !MODE_POSTPROCESS\n"
3367 "#endif // !MODE_SHOWDEPTH\n"
3368 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3371 char *glslshaderstring = NULL;
3372 char *cgshaderstring = NULL;
3374 //=======================================================================================================================================================
3376 typedef struct shaderpermutationinfo_s
3378 const char *pretext;
3381 shaderpermutationinfo_t;
3383 typedef struct shadermodeinfo_s
3385 const char *vertexfilename;
3386 const char *geometryfilename;
3387 const char *fragmentfilename;
3388 const char *pretext;
3393 typedef enum shaderpermutation_e
3395 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3396 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3397 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3398 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3399 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3400 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3401 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3402 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3403 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3404 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3405 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3406 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3407 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3408 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3409 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3410 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3411 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3412 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3413 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3414 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3415 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3416 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3417 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3418 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3419 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3420 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3421 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3422 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3423 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<28, // (water) counter-direction normalmaps scrolling
3424 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3425 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3427 shaderpermutation_t;
3429 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3430 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3432 {"#define USEDIFFUSE\n", " diffuse"},
3433 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3434 {"#define USEVIEWTINT\n", " viewtint"},
3435 {"#define USECOLORMAPPING\n", " colormapping"},
3436 {"#define USESATURATION\n", " saturation"},
3437 {"#define USEFOGINSIDE\n", " foginside"},
3438 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3439 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3440 {"#define USEGAMMARAMPS\n", " gammaramps"},
3441 {"#define USECUBEFILTER\n", " cubefilter"},
3442 {"#define USEGLOW\n", " glow"},
3443 {"#define USEBLOOM\n", " bloom"},
3444 {"#define USESPECULAR\n", " specular"},
3445 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3446 {"#define USEREFLECTION\n", " reflection"},
3447 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3448 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3449 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3450 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3451 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3452 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3453 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3454 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3455 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3456 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3457 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3458 {"#define USEALPHAKILL\n", " alphakill"},
3459 {"#define USEREFLECTCUBE\n", " reflectcube"},
3460 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3463 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3464 typedef enum shadermode_e
3466 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3467 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3468 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3469 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3470 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3471 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3472 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3473 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3474 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3475 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3476 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3477 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3478 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3479 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3480 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3481 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3486 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3487 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3489 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3490 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3491 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3492 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3493 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3494 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3495 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3496 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3497 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3498 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3499 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3500 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3501 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3502 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3503 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3504 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3508 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3510 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3511 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3512 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3513 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3514 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3515 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3516 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3517 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3518 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3519 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3520 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3521 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3522 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3523 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3524 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3525 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3529 struct r_glsl_permutation_s;
3530 typedef struct r_glsl_permutation_s
3532 /// hash lookup data
3533 struct r_glsl_permutation_s *hashnext;
3535 unsigned int permutation;
3537 /// indicates if we have tried compiling this permutation already
3539 /// 0 if compilation failed
3541 /// locations of detected uniforms in program object, or -1 if not found
3542 int loc_Texture_First;
3543 int loc_Texture_Second;
3544 int loc_Texture_GammaRamps;
3545 int loc_Texture_Normal;
3546 int loc_Texture_Color;
3547 int loc_Texture_Gloss;
3548 int loc_Texture_Glow;
3549 int loc_Texture_SecondaryNormal;
3550 int loc_Texture_SecondaryColor;
3551 int loc_Texture_SecondaryGloss;
3552 int loc_Texture_SecondaryGlow;
3553 int loc_Texture_Pants;
3554 int loc_Texture_Shirt;
3555 int loc_Texture_FogHeightTexture;
3556 int loc_Texture_FogMask;
3557 int loc_Texture_Lightmap;
3558 int loc_Texture_Deluxemap;
3559 int loc_Texture_Attenuation;
3560 int loc_Texture_Cube;
3561 int loc_Texture_Refraction;
3562 int loc_Texture_Reflection;
3563 int loc_Texture_ShadowMapRect;
3564 int loc_Texture_ShadowMapCube;
3565 int loc_Texture_ShadowMap2D;
3566 int loc_Texture_CubeProjection;
3567 int loc_Texture_ScreenDepth;
3568 int loc_Texture_ScreenNormalMap;
3569 int loc_Texture_ScreenDiffuse;
3570 int loc_Texture_ScreenSpecular;
3571 int loc_Texture_ReflectMask;
3572 int loc_Texture_ReflectCube;
3574 int loc_BloomBlur_Parameters;
3576 int loc_Color_Ambient;
3577 int loc_Color_Diffuse;
3578 int loc_Color_Specular;
3580 int loc_Color_Pants;
3581 int loc_Color_Shirt;
3582 int loc_DeferredColor_Ambient;
3583 int loc_DeferredColor_Diffuse;
3584 int loc_DeferredColor_Specular;
3585 int loc_DeferredMod_Diffuse;
3586 int loc_DeferredMod_Specular;
3587 int loc_DistortScaleRefractReflect;
3588 int loc_EyePosition;
3590 int loc_FogHeightFade;
3592 int loc_FogPlaneViewDist;
3593 int loc_FogRangeRecip;
3596 int loc_LightPosition;
3597 int loc_OffsetMapping_Scale;
3599 int loc_ReflectColor;
3600 int loc_ReflectFactor;
3601 int loc_ReflectOffset;
3602 int loc_RefractColor;
3604 int loc_ScreenCenterRefractReflect;
3605 int loc_ScreenScaleRefractReflect;
3606 int loc_ScreenToDepth;
3607 int loc_ShadowMap_Parameters;
3608 int loc_ShadowMap_TextureScale;
3609 int loc_SpecularPower;
3614 int loc_ViewTintColor;
3615 int loc_ViewToLight;
3616 int loc_ModelToLight;
3618 int loc_BackgroundTexMatrix;
3619 int loc_ModelViewProjectionMatrix;
3620 int loc_ModelViewMatrix;
3621 int loc_PixelToScreenTexCoord;
3622 int loc_ModelToReflectCube;
3623 int loc_ShadowMapMatrix;
3624 int loc_NormalmapScrollBlend;
3626 r_glsl_permutation_t;
3628 #define SHADERPERMUTATION_HASHSIZE 256
3631 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3632 // these can NOT degrade! only use for simple stuff
3635 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3636 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3637 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3638 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3639 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3640 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3642 #define SHADERSTATICPARMS_COUNT 6
3644 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3645 static int shaderstaticparms_count = 0;
3647 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3648 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3649 qboolean R_CompileShader_CheckStaticParms(void)
3651 static int r_compileshader_staticparms_save[1];
3652 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3653 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3656 if (r_glsl_saturation_redcompensate.integer)
3657 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3658 if (r_shadow_glossexact.integer)
3659 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3660 if (r_glsl_postprocess.integer)
3662 if (r_glsl_postprocess_uservec1_enable.integer)
3663 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3664 if (r_glsl_postprocess_uservec2_enable.integer)
3665 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3666 if (r_glsl_postprocess_uservec3_enable.integer)
3667 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3668 if (r_glsl_postprocess_uservec4_enable.integer)
3669 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3672 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3675 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3676 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3677 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3679 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3680 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3682 shaderstaticparms_count = 0;
3685 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3686 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3687 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3688 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3689 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3690 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3693 /// information about each possible shader permutation
3694 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3695 /// currently selected permutation
3696 r_glsl_permutation_t *r_glsl_permutation;
3697 /// storage for permutations linked in the hash table
3698 memexpandablearray_t r_glsl_permutationarray;
3700 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3702 //unsigned int hashdepth = 0;
3703 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3704 r_glsl_permutation_t *p;
3705 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3707 if (p->mode == mode && p->permutation == permutation)
3709 //if (hashdepth > 10)
3710 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3715 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3717 p->permutation = permutation;
3718 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3719 r_glsl_permutationhash[mode][hashindex] = p;
3720 //if (hashdepth > 10)
3721 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3725 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3728 if (!filename || !filename[0])
3730 if (!strcmp(filename, "glsl/default.glsl"))
3732 if (!glslshaderstring)
3734 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3735 if (glslshaderstring)
3736 Con_DPrintf("Loading shaders from file %s...\n", filename);
3738 glslshaderstring = (char *)builtinshaderstring;
3740 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3741 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3742 return shaderstring;
3744 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3747 if (printfromdisknotice)
3748 Con_DPrintf("from disk %s... ", filename);
3749 return shaderstring;
3751 return shaderstring;
3754 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3757 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3758 char *vertexstring, *geometrystring, *fragmentstring;
3759 char permutationname[256];
3760 int vertstrings_count = 0;
3761 int geomstrings_count = 0;
3762 int fragstrings_count = 0;
3763 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3764 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3765 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3772 permutationname[0] = 0;
3773 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3774 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3775 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3777 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3779 // the first pretext is which type of shader to compile as
3780 // (later these will all be bound together as a program object)
3781 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3782 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3783 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3785 // the second pretext is the mode (for example a light source)
3786 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3787 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3788 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3789 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3791 // now add all the permutation pretexts
3792 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3794 if (permutation & (1<<i))
3796 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3797 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3798 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3799 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3803 // keep line numbers correct
3804 vertstrings_list[vertstrings_count++] = "\n";
3805 geomstrings_list[geomstrings_count++] = "\n";
3806 fragstrings_list[fragstrings_count++] = "\n";
3811 R_CompileShader_AddStaticParms(mode, permutation);
3812 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3813 vertstrings_count += shaderstaticparms_count;
3814 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3815 geomstrings_count += shaderstaticparms_count;
3816 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3817 fragstrings_count += shaderstaticparms_count;
3819 // now append the shader text itself
3820 vertstrings_list[vertstrings_count++] = vertexstring;
3821 geomstrings_list[geomstrings_count++] = geometrystring;
3822 fragstrings_list[fragstrings_count++] = fragmentstring;
3824 // if any sources were NULL, clear the respective list
3826 vertstrings_count = 0;
3827 if (!geometrystring)
3828 geomstrings_count = 0;
3829 if (!fragmentstring)
3830 fragstrings_count = 0;
3832 // compile the shader program
3833 if (vertstrings_count + geomstrings_count + fragstrings_count)
3834 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3838 qglUseProgramObjectARB(p->program);CHECKGLERROR
3839 // look up all the uniform variable names we care about, so we don't
3840 // have to look them up every time we set them
3842 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3843 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3844 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3845 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3846 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3847 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3848 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3849 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3850 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3851 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3852 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3853 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3854 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3855 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3856 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3857 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3858 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3859 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3860 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3861 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3862 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3863 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3864 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3865 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3866 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3867 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3868 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3869 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3870 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3871 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3872 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3873 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3874 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3875 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3876 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3877 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3878 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3879 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3880 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3881 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3882 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3883 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3884 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3885 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3886 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3887 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3888 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3889 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3890 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3891 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3892 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3893 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3894 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3895 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3896 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3897 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3898 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3899 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3900 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3901 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3902 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3903 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3904 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3905 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3906 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3907 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3908 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3909 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3910 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3911 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3912 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3913 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3914 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3915 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3916 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3917 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3918 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3919 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3920 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3921 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3922 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3923 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3924 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3925 // initialize the samplers to refer to the texture units we use
3926 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3927 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3928 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3929 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3930 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3931 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3932 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3933 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3934 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3935 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3936 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3937 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3938 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3939 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3940 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3941 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3942 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3943 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3944 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3945 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3946 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3947 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3948 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3949 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3950 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3951 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3952 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3953 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3954 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3955 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3956 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3958 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3961 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3965 Mem_Free(vertexstring);
3967 Mem_Free(geometrystring);
3969 Mem_Free(fragmentstring);
3972 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3974 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3975 if (r_glsl_permutation != perm)
3977 r_glsl_permutation = perm;
3978 if (!r_glsl_permutation->program)
3980 if (!r_glsl_permutation->compiled)
3981 R_GLSL_CompilePermutation(perm, mode, permutation);
3982 if (!r_glsl_permutation->program)
3984 // remove features until we find a valid permutation
3986 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3988 // reduce i more quickly whenever it would not remove any bits
3989 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3990 if (!(permutation & j))
3993 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3994 if (!r_glsl_permutation->compiled)
3995 R_GLSL_CompilePermutation(perm, mode, permutation);
3996 if (r_glsl_permutation->program)
3999 if (i >= SHADERPERMUTATION_COUNT)
4001 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4002 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4003 qglUseProgramObjectARB(0);CHECKGLERROR
4004 return; // no bit left to clear, entire mode is broken
4009 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4011 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4012 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4013 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4017 #include <Cg/cgGL.h>
4018 struct r_cg_permutation_s;
4019 typedef struct r_cg_permutation_s
4021 /// hash lookup data
4022 struct r_cg_permutation_s *hashnext;
4024 unsigned int permutation;
4026 /// indicates if we have tried compiling this permutation already
4028 /// 0 if compilation failed
4031 /// locations of detected parameters in programs, or NULL if not found
4032 CGparameter vp_EyePosition;
4033 CGparameter vp_FogPlane;
4034 CGparameter vp_LightDir;
4035 CGparameter vp_LightPosition;
4036 CGparameter vp_ModelToLight;
4037 CGparameter vp_TexMatrix;
4038 CGparameter vp_BackgroundTexMatrix;
4039 CGparameter vp_ModelViewProjectionMatrix;
4040 CGparameter vp_ModelViewMatrix;
4041 CGparameter vp_ShadowMapMatrix;
4043 CGparameter fp_Texture_First;
4044 CGparameter fp_Texture_Second;
4045 CGparameter fp_Texture_GammaRamps;
4046 CGparameter fp_Texture_Normal;
4047 CGparameter fp_Texture_Color;
4048 CGparameter fp_Texture_Gloss;
4049 CGparameter fp_Texture_Glow;
4050 CGparameter fp_Texture_SecondaryNormal;
4051 CGparameter fp_Texture_SecondaryColor;
4052 CGparameter fp_Texture_SecondaryGloss;
4053 CGparameter fp_Texture_SecondaryGlow;
4054 CGparameter fp_Texture_Pants;
4055 CGparameter fp_Texture_Shirt;
4056 CGparameter fp_Texture_FogHeightTexture;
4057 CGparameter fp_Texture_FogMask;
4058 CGparameter fp_Texture_Lightmap;
4059 CGparameter fp_Texture_Deluxemap;
4060 CGparameter fp_Texture_Attenuation;
4061 CGparameter fp_Texture_Cube;
4062 CGparameter fp_Texture_Refraction;
4063 CGparameter fp_Texture_Reflection;
4064 CGparameter fp_Texture_ShadowMapRect;
4065 CGparameter fp_Texture_ShadowMapCube;
4066 CGparameter fp_Texture_ShadowMap2D;
4067 CGparameter fp_Texture_CubeProjection;
4068 CGparameter fp_Texture_ScreenDepth;
4069 CGparameter fp_Texture_ScreenNormalMap;
4070 CGparameter fp_Texture_ScreenDiffuse;
4071 CGparameter fp_Texture_ScreenSpecular;
4072 CGparameter fp_Texture_ReflectMask;
4073 CGparameter fp_Texture_ReflectCube;
4074 CGparameter fp_Alpha;
4075 CGparameter fp_BloomBlur_Parameters;
4076 CGparameter fp_ClientTime;
4077 CGparameter fp_Color_Ambient;
4078 CGparameter fp_Color_Diffuse;
4079 CGparameter fp_Color_Specular;
4080 CGparameter fp_Color_Glow;
4081 CGparameter fp_Color_Pants;
4082 CGparameter fp_Color_Shirt;
4083 CGparameter fp_DeferredColor_Ambient;
4084 CGparameter fp_DeferredColor_Diffuse;
4085 CGparameter fp_DeferredColor_Specular;
4086 CGparameter fp_DeferredMod_Diffuse;
4087 CGparameter fp_DeferredMod_Specular;
4088 CGparameter fp_DistortScaleRefractReflect;
4089 CGparameter fp_EyePosition;
4090 CGparameter fp_FogColor;
4091 CGparameter fp_FogHeightFade;
4092 CGparameter fp_FogPlane;
4093 CGparameter fp_FogPlaneViewDist;
4094 CGparameter fp_FogRangeRecip;
4095 CGparameter fp_LightColor;
4096 CGparameter fp_LightDir;
4097 CGparameter fp_LightPosition;
4098 CGparameter fp_OffsetMapping_Scale;
4099 CGparameter fp_PixelSize;
4100 CGparameter fp_ReflectColor;
4101 CGparameter fp_ReflectFactor;
4102 CGparameter fp_ReflectOffset;
4103 CGparameter fp_RefractColor;
4104 CGparameter fp_Saturation;
4105 CGparameter fp_ScreenCenterRefractReflect;
4106 CGparameter fp_ScreenScaleRefractReflect;
4107 CGparameter fp_ScreenToDepth;
4108 CGparameter fp_ShadowMap_Parameters;
4109 CGparameter fp_ShadowMap_TextureScale;
4110 CGparameter fp_SpecularPower;
4111 CGparameter fp_UserVec1;
4112 CGparameter fp_UserVec2;
4113 CGparameter fp_UserVec3;
4114 CGparameter fp_UserVec4;
4115 CGparameter fp_ViewTintColor;
4116 CGparameter fp_ViewToLight;
4117 CGparameter fp_PixelToScreenTexCoord;
4118 CGparameter fp_ModelToReflectCube;
4119 CGparameter fp_NormalmapScrollBlend;
4123 /// information about each possible shader permutation
4124 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4125 /// currently selected permutation
4126 r_cg_permutation_t *r_cg_permutation;
4127 /// storage for permutations linked in the hash table
4128 memexpandablearray_t r_cg_permutationarray;
4130 #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));}}
4132 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4134 //unsigned int hashdepth = 0;
4135 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4136 r_cg_permutation_t *p;
4137 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4139 if (p->mode == mode && p->permutation == permutation)
4141 //if (hashdepth > 10)
4142 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4147 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4149 p->permutation = permutation;
4150 p->hashnext = r_cg_permutationhash[mode][hashindex];
4151 r_cg_permutationhash[mode][hashindex] = p;
4152 //if (hashdepth > 10)
4153 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4157 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4160 if (!filename || !filename[0])
4162 if (!strcmp(filename, "cg/default.cg"))
4164 if (!cgshaderstring)
4166 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4168 Con_DPrintf("Loading shaders from file %s...\n", filename);
4170 cgshaderstring = (char *)builtincgshaderstring;
4172 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4173 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4174 return shaderstring;
4176 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4179 if (printfromdisknotice)
4180 Con_DPrintf("from disk %s... ", filename);
4181 return shaderstring;
4183 return shaderstring;
4186 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4188 // TODO: load or create .fp and .vp shader files
4191 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4194 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4195 int vertstring_length = 0;
4196 int geomstring_length = 0;
4197 int fragstring_length = 0;
4199 char *vertexstring, *geometrystring, *fragmentstring;
4200 char *vertstring, *geomstring, *fragstring;
4201 char permutationname[256];
4202 char cachename[256];
4203 CGprofile vertexProfile;
4204 CGprofile fragmentProfile;
4205 int vertstrings_count = 0;
4206 int geomstrings_count = 0;
4207 int fragstrings_count = 0;
4208 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4209 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4210 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4218 permutationname[0] = 0;
4220 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4221 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4222 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4224 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4225 strlcat(cachename, "cg/", sizeof(cachename));
4227 // the first pretext is which type of shader to compile as
4228 // (later these will all be bound together as a program object)
4229 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4230 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4231 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4233 // the second pretext is the mode (for example a light source)
4234 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4235 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4236 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4237 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4238 strlcat(cachename, modeinfo->name, sizeof(cachename));
4240 // now add all the permutation pretexts
4241 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4243 if (permutation & (1<<i))
4245 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4246 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4247 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4248 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4249 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4253 // keep line numbers correct
4254 vertstrings_list[vertstrings_count++] = "\n";
4255 geomstrings_list[geomstrings_count++] = "\n";
4256 fragstrings_list[fragstrings_count++] = "\n";
4261 R_CompileShader_AddStaticParms(mode, permutation);
4262 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4263 vertstrings_count += shaderstaticparms_count;
4264 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4265 geomstrings_count += shaderstaticparms_count;
4266 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4267 fragstrings_count += shaderstaticparms_count;
4269 // replace spaces in the cachename with _ characters
4270 for (i = 0;cachename[i];i++)
4271 if (cachename[i] == ' ')
4274 // now append the shader text itself
4275 vertstrings_list[vertstrings_count++] = vertexstring;
4276 geomstrings_list[geomstrings_count++] = geometrystring;
4277 fragstrings_list[fragstrings_count++] = fragmentstring;
4279 // if any sources were NULL, clear the respective list
4281 vertstrings_count = 0;
4282 if (!geometrystring)
4283 geomstrings_count = 0;
4284 if (!fragmentstring)
4285 fragstrings_count = 0;
4287 vertstring_length = 0;
4288 for (i = 0;i < vertstrings_count;i++)
4289 vertstring_length += strlen(vertstrings_list[i]);
4290 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4291 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4292 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4294 geomstring_length = 0;
4295 for (i = 0;i < geomstrings_count;i++)
4296 geomstring_length += strlen(geomstrings_list[i]);
4297 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4298 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4299 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4301 fragstring_length = 0;
4302 for (i = 0;i < fragstrings_count;i++)
4303 fragstring_length += strlen(fragstrings_list[i]);
4304 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4305 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4306 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4310 //vertexProfile = CG_PROFILE_ARBVP1;
4311 //fragmentProfile = CG_PROFILE_ARBFP1;
4312 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4313 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4314 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4315 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4316 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4319 // try to load the cached shader, or generate one
4320 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4322 // if caching failed, do a dynamic compile for now
4324 if (vertstring[0] && !p->vprogram)
4325 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4327 if (fragstring[0] && !p->fprogram)
4328 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4331 // look up all the uniform variable names we care about, so we don't
4332 // have to look them up every time we set them
4336 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4337 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4338 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4339 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4340 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4341 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4342 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4343 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4344 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4345 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4346 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4347 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4353 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4354 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4355 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4356 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4357 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4358 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4359 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4360 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4361 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4362 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4363 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4364 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4365 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4366 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4367 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4368 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4369 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4370 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4371 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4372 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4373 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4374 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4375 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4376 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4377 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4378 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4379 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4380 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4381 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4382 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4383 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4384 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4385 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4386 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4387 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4388 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4389 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4390 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4391 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4392 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4393 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4394 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4395 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4396 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4397 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4398 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4399 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4400 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4401 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4402 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4403 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4404 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4405 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4406 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4407 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4408 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4409 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4410 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4411 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4412 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4413 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4414 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4415 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4416 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4417 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4418 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4419 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4420 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4421 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4422 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4423 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4424 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4425 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4426 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4427 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4428 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4429 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4430 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4431 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4435 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4436 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4438 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4442 Mem_Free(vertstring);
4444 Mem_Free(geomstring);
4446 Mem_Free(fragstring);
4448 Mem_Free(vertexstring);
4450 Mem_Free(geometrystring);
4452 Mem_Free(fragmentstring);
4455 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4457 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4460 if (r_cg_permutation != perm)
4462 r_cg_permutation = perm;
4463 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4465 if (!r_cg_permutation->compiled)
4466 R_CG_CompilePermutation(perm, mode, permutation);
4467 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4469 // remove features until we find a valid permutation
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4473 // reduce i more quickly whenever it would not remove any bits
4474 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4475 if (!(permutation & j))
4478 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4479 if (!r_cg_permutation->compiled)
4480 R_CG_CompilePermutation(perm, mode, permutation);
4481 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4484 if (i >= SHADERPERMUTATION_COUNT)
4486 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4487 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4488 return; // no bit left to clear, entire mode is broken
4494 if (r_cg_permutation->vprogram)
4496 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4497 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4498 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4502 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4503 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4505 if (r_cg_permutation->fprogram)
4507 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4508 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4509 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4513 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4514 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4518 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4519 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4520 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4523 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4525 cgGLSetTextureParameter(param, R_GetTexture(tex));
4526 cgGLEnableTextureParameter(param);
4530 void R_GLSL_Restart_f(void)
4532 unsigned int i, limit;
4533 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4534 Mem_Free(glslshaderstring);
4535 glslshaderstring = NULL;
4536 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4537 Mem_Free(cgshaderstring);
4538 cgshaderstring = NULL;
4539 switch(vid.renderpath)
4541 case RENDERPATH_GL20:
4543 r_glsl_permutation_t *p;
4544 r_glsl_permutation = NULL;
4545 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4546 for (i = 0;i < limit;i++)
4548 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4550 GL_Backend_FreeProgram(p->program);
4551 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4554 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4557 case RENDERPATH_CGGL:
4560 r_cg_permutation_t *p;
4561 r_cg_permutation = NULL;
4562 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4563 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4564 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4565 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4566 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4567 for (i = 0;i < limit;i++)
4569 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4572 cgDestroyProgram(p->vprogram);
4574 cgDestroyProgram(p->fprogram);
4575 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4578 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4582 case RENDERPATH_GL13:
4583 case RENDERPATH_GL11:
4588 void R_GLSL_DumpShader_f(void)
4593 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4596 FS_Print(file, "/* The engine may define the following macros:\n");
4597 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4598 for (i = 0;i < SHADERMODE_COUNT;i++)
4599 FS_Print(file, glslshadermodeinfo[i].pretext);
4600 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4601 FS_Print(file, shaderpermutationinfo[i].pretext);
4602 FS_Print(file, "*/\n");
4603 FS_Print(file, builtinshaderstring);
4605 Con_Printf("glsl/default.glsl written\n");
4608 Con_Printf("failed to write to glsl/default.glsl\n");
4611 file = FS_OpenRealFile("cg/default.cg", "w", false);
4614 FS_Print(file, "/* The engine may define the following macros:\n");
4615 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4616 for (i = 0;i < SHADERMODE_COUNT;i++)
4617 FS_Print(file, cgshadermodeinfo[i].pretext);
4618 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4619 FS_Print(file, shaderpermutationinfo[i].pretext);
4620 FS_Print(file, "*/\n");
4621 FS_Print(file, builtincgshaderstring);
4623 Con_Printf("cg/default.cg written\n");
4626 Con_Printf("failed to write to cg/default.cg\n");
4630 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4633 texturemode = GL_MODULATE;
4634 switch (vid.renderpath)
4636 case RENDERPATH_GL20:
4637 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4638 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4639 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4641 case RENDERPATH_CGGL:
4644 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4645 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4646 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4649 case RENDERPATH_GL13:
4650 R_Mesh_TexBind(0, first );
4651 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4652 R_Mesh_TexBind(1, second);
4654 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4656 case RENDERPATH_GL11:
4657 R_Mesh_TexBind(0, first );
4662 void R_SetupShader_DepthOrShadow(void)
4664 switch (vid.renderpath)
4666 case RENDERPATH_GL20:
4667 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4669 case RENDERPATH_CGGL:
4671 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4674 case RENDERPATH_GL13:
4675 R_Mesh_TexBind(0, 0);
4676 R_Mesh_TexBind(1, 0);
4678 case RENDERPATH_GL11:
4679 R_Mesh_TexBind(0, 0);
4684 void R_SetupShader_ShowDepth(void)
4686 switch (vid.renderpath)
4688 case RENDERPATH_GL20:
4689 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4691 case RENDERPATH_CGGL:
4693 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4696 case RENDERPATH_GL13:
4698 case RENDERPATH_GL11:
4703 extern qboolean r_shadow_usingdeferredprepass;
4704 extern cvar_t r_shadow_deferred_8bitrange;
4705 extern rtexture_t *r_shadow_attenuationgradienttexture;
4706 extern rtexture_t *r_shadow_attenuation2dtexture;
4707 extern rtexture_t *r_shadow_attenuation3dtexture;
4708 extern qboolean r_shadow_usingshadowmaprect;
4709 extern qboolean r_shadow_usingshadowmapcube;
4710 extern qboolean r_shadow_usingshadowmap2d;
4711 extern qboolean r_shadow_usingshadowmaportho;
4712 extern float r_shadow_shadowmap_texturescale[2];
4713 extern float r_shadow_shadowmap_parameters[4];
4714 extern qboolean r_shadow_shadowmapvsdct;
4715 extern qboolean r_shadow_shadowmapsampler;
4716 extern int r_shadow_shadowmappcf;
4717 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4718 extern rtexture_t *r_shadow_shadowmap2dtexture;
4719 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4720 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4721 extern matrix4x4_t r_shadow_shadowmapmatrix;
4722 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4723 extern int r_shadow_prepass_width;
4724 extern int r_shadow_prepass_height;
4725 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4726 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4727 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4728 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4729 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4731 // a blendfunc allows colormod if:
4732 // a) it can never keep the destination pixel invariant, or
4733 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4734 // this is to prevent unintended side effects from colormod
4737 // IF there is a (s, sa) for which for all (d, da),
4738 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4739 // THEN, for this (s, sa) and all (colormod, d, da):
4740 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4741 // OBVIOUSLY, this means that
4742 // s*colormod * src(s*colormod, d, sa, da) = 0
4743 // dst(s*colormod, d, sa, da) = 1
4745 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4747 // main condition to leave dst color invariant:
4748 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4750 // s * 0 + d * dst(s, d, sa, da) == d
4751 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4752 // => colormod is a problem for GL_SRC_COLOR only
4754 // s + d * dst(s, d, sa, da) == d
4756 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4757 // => colormod is never problematic for these
4758 // src == GL_SRC_COLOR:
4759 // s*s + d * dst(s, d, sa, da) == d
4761 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4762 // => colormod is never problematic for these
4763 // src == GL_ONE_MINUS_SRC_COLOR:
4764 // s*(1-s) + d * dst(s, d, sa, da) == d
4765 // => s == 0 or s == 1
4766 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4767 // => colormod is a problem for GL_SRC_COLOR only
4768 // src == GL_DST_COLOR
4769 // s*d + d * dst(s, d, sa, da) == d
4771 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4772 // => colormod is always a problem
4775 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4776 // => colormod is never problematic for these
4777 // => BUT, we do not know s! We must assume it is problematic
4778 // then... except in GL_ONE case, where we know all invariant
4780 // src == GL_ONE_MINUS_DST_COLOR
4781 // s*(1-d) + d * dst(s, d, sa, da) == d
4782 // => s == 0 (1-d is impossible to handle for our desired result)
4783 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4784 // => colormod is never problematic for these
4785 // src == GL_SRC_ALPHA
4786 // s*sa + d * dst(s, d, sa, da) == d
4787 // => s == 0, or sa == 0
4788 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4789 // => colormod breaks in the case GL_SRC_COLOR only
4790 // src == GL_ONE_MINUS_SRC_ALPHA
4791 // s*(1-sa) + d * dst(s, d, sa, da) == d
4792 // => s == 0, or sa == 1
4793 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4794 // => colormod breaks in the case GL_SRC_COLOR only
4795 // src == GL_DST_ALPHA
4796 // s*da + d * dst(s, d, sa, da) == d
4798 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4799 // => colormod is never problematic for these
4804 case GL_ONE_MINUS_SRC_COLOR:
4806 case GL_ONE_MINUS_SRC_ALPHA:
4807 if(dst == GL_SRC_COLOR)
4812 case GL_ONE_MINUS_DST_COLOR:
4814 case GL_ONE_MINUS_DST_ALPHA:
4824 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4826 // select a permutation of the lighting shader appropriate to this
4827 // combination of texture, entity, light source, and fogging, only use the
4828 // minimum features necessary to avoid wasting rendering time in the
4829 // fragment shader on features that are not being used
4830 unsigned int permutation = 0;
4831 unsigned int mode = 0;
4832 qboolean allow_colormod;
4833 static float dummy_colormod[3] = {1, 1, 1};
4834 float *colormod = rsurface.colormod;
4836 if (rsurfacepass == RSURFPASS_BACKGROUND)
4838 // distorted background
4839 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4841 mode = SHADERMODE_WATER;
4842 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
4843 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
4844 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4845 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4847 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4849 mode = SHADERMODE_REFRACTION;
4850 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4851 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4855 mode = SHADERMODE_GENERIC;
4856 permutation |= SHADERPERMUTATION_DIFFUSE;
4857 GL_BlendFunc(GL_ONE, GL_ZERO);
4858 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4860 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4861 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4862 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4863 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4864 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4865 R_Mesh_ColorPointer(NULL, 0, 0);
4866 GL_AlphaTest(false);
4868 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4870 if (r_glsl_offsetmapping.integer)
4872 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4873 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4874 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4875 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4876 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4878 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4879 if (r_glsl_offsetmapping_reliefmapping.integer)
4880 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4884 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4885 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4886 permutation |= SHADERPERMUTATION_ALPHAKILL;
4887 // normalmap (deferred prepass), may use alpha test on diffuse
4888 mode = SHADERMODE_DEFERREDGEOMETRY;
4889 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4890 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4891 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4892 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4893 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4894 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4895 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4896 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4897 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4899 R_Mesh_ColorPointer(NULL, 0, 0);
4900 GL_AlphaTest(false);
4901 GL_BlendFunc(GL_ONE, GL_ZERO);
4902 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4904 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4906 if (r_glsl_offsetmapping.integer)
4908 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4909 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4910 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4911 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4912 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4914 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4915 if (r_glsl_offsetmapping_reliefmapping.integer)
4916 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4919 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4920 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4922 mode = SHADERMODE_LIGHTSOURCE;
4923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4924 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4925 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4926 permutation |= SHADERPERMUTATION_CUBEFILTER;
4927 if (diffusescale > 0)
4928 permutation |= SHADERPERMUTATION_DIFFUSE;
4929 if (specularscale > 0)
4930 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4931 if (r_refdef.fogenabled)
4932 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4933 if (rsurface.texture->colormapping)
4934 permutation |= SHADERPERMUTATION_COLORMAPPING;
4935 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4937 if (r_shadow_usingshadowmaprect)
4938 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4939 if (r_shadow_usingshadowmap2d)
4940 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4941 if (r_shadow_usingshadowmapcube)
4942 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4943 else if(r_shadow_shadowmapvsdct)
4944 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4946 if (r_shadow_shadowmapsampler)
4947 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4948 if (r_shadow_shadowmappcf > 1)
4949 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4950 else if (r_shadow_shadowmappcf)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4953 if (rsurface.texture->reflectmasktexture)
4954 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4955 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4956 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4958 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4959 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4960 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4964 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4965 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4966 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4968 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4969 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4970 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4972 R_Mesh_ColorPointer(NULL, 0, 0);
4973 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4974 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4975 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4977 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4979 if (r_glsl_offsetmapping.integer)
4981 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4982 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4983 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4984 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4985 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4987 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4988 if (r_glsl_offsetmapping_reliefmapping.integer)
4989 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4992 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4993 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4994 // unshaded geometry (fullbright or ambient model lighting)
4995 mode = SHADERMODE_FLATCOLOR;
4996 ambientscale = diffusescale = specularscale = 0;
4997 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4998 permutation |= SHADERPERMUTATION_GLOW;
4999 if (r_refdef.fogenabled)
5000 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5001 if (rsurface.texture->colormapping)
5002 permutation |= SHADERPERMUTATION_COLORMAPPING;
5003 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5005 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5006 if (r_shadow_usingshadowmaprect)
5007 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5008 if (r_shadow_usingshadowmap2d)
5009 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5011 if (r_shadow_shadowmapsampler)
5012 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5013 if (r_shadow_shadowmappcf > 1)
5014 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5015 else if (r_shadow_shadowmappcf)
5016 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5018 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5019 permutation |= SHADERPERMUTATION_REFLECTION;
5020 if (rsurface.texture->reflectmasktexture)
5021 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5022 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5023 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5025 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5031 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5032 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5035 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5036 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5037 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5039 R_Mesh_ColorPointer(NULL, 0, 0);
5040 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5041 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5042 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5044 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5046 if (r_glsl_offsetmapping.integer)
5048 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5049 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5050 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5051 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5052 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5054 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5055 if (r_glsl_offsetmapping_reliefmapping.integer)
5056 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5059 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5060 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5061 // directional model lighting
5062 mode = SHADERMODE_LIGHTDIRECTION;
5063 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5064 permutation |= SHADERPERMUTATION_GLOW;
5065 permutation |= SHADERPERMUTATION_DIFFUSE;
5066 if (specularscale > 0)
5067 permutation |= SHADERPERMUTATION_SPECULAR;
5068 if (r_refdef.fogenabled)
5069 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5070 if (rsurface.texture->colormapping)
5071 permutation |= SHADERPERMUTATION_COLORMAPPING;
5072 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5074 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5075 if (r_shadow_usingshadowmaprect)
5076 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5077 if (r_shadow_usingshadowmap2d)
5078 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5080 if (r_shadow_shadowmapsampler)
5081 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5082 if (r_shadow_shadowmappcf > 1)
5083 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5084 else if (r_shadow_shadowmappcf)
5085 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5087 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5088 permutation |= SHADERPERMUTATION_REFLECTION;
5089 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5090 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5091 if (rsurface.texture->reflectmasktexture)
5092 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5093 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5094 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5096 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5097 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5098 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5102 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5103 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5104 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5106 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5107 R_Mesh_ColorPointer(NULL, 0, 0);
5108 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5109 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5110 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5112 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5114 if (r_glsl_offsetmapping.integer)
5116 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5117 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5118 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5119 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5120 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5122 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5123 if (r_glsl_offsetmapping_reliefmapping.integer)
5124 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5128 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5129 // ambient model lighting
5130 mode = SHADERMODE_LIGHTDIRECTION;
5131 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5132 permutation |= SHADERPERMUTATION_GLOW;
5133 if (r_refdef.fogenabled)
5134 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5135 if (rsurface.texture->colormapping)
5136 permutation |= SHADERPERMUTATION_COLORMAPPING;
5137 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5139 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5140 if (r_shadow_usingshadowmaprect)
5141 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5142 if (r_shadow_usingshadowmap2d)
5143 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5145 if (r_shadow_shadowmapsampler)
5146 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5147 if (r_shadow_shadowmappcf > 1)
5148 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5149 else if (r_shadow_shadowmappcf)
5150 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5153 permutation |= SHADERPERMUTATION_REFLECTION;
5154 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5155 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5156 if (rsurface.texture->reflectmasktexture)
5157 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5158 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5159 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5161 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5162 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5163 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5167 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5168 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5169 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5171 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5172 R_Mesh_ColorPointer(NULL, 0, 0);
5173 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5174 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5175 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5179 if (r_glsl_offsetmapping.integer)
5181 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5182 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5183 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5184 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5185 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5187 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5188 if (r_glsl_offsetmapping_reliefmapping.integer)
5189 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5193 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5195 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5196 permutation |= SHADERPERMUTATION_GLOW;
5197 if (r_refdef.fogenabled)
5198 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5199 if (rsurface.texture->colormapping)
5200 permutation |= SHADERPERMUTATION_COLORMAPPING;
5201 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5203 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5204 if (r_shadow_usingshadowmaprect)
5205 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5206 if (r_shadow_usingshadowmap2d)
5207 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5209 if (r_shadow_shadowmapsampler)
5210 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5211 if (r_shadow_shadowmappcf > 1)
5212 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5213 else if (r_shadow_shadowmappcf)
5214 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5216 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5217 permutation |= SHADERPERMUTATION_REFLECTION;
5218 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5219 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5220 if (rsurface.texture->reflectmasktexture)
5221 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5222 if (FAKELIGHT_ENABLED)
5224 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5225 mode = SHADERMODE_FAKELIGHT;
5226 permutation |= SHADERPERMUTATION_DIFFUSE;
5227 if (specularscale > 0)
5228 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5229 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5230 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5232 R_Mesh_ColorPointer(NULL, 0, 0);
5234 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5236 // deluxemapping (light direction texture)
5237 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5238 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5240 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5241 permutation |= SHADERPERMUTATION_DIFFUSE;
5242 if (specularscale > 0)
5243 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5244 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5245 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5246 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5248 R_Mesh_ColorPointer(NULL, 0, 0);
5250 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5252 // fake deluxemapping (uniform light direction in tangentspace)
5253 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5254 permutation |= SHADERPERMUTATION_DIFFUSE;
5255 if (specularscale > 0)
5256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5257 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5258 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5259 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5261 R_Mesh_ColorPointer(NULL, 0, 0);
5263 else if (rsurface.uselightmaptexture)
5265 // ordinary lightmapping (q1bsp, q3bsp)
5266 mode = SHADERMODE_LIGHTMAP;
5267 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5268 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5269 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5271 R_Mesh_ColorPointer(NULL, 0, 0);
5275 // ordinary vertex coloring (q3bsp)
5276 mode = SHADERMODE_VERTEXCOLOR;
5277 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5278 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5280 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5281 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5283 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5284 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5285 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5289 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5290 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5291 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5293 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5294 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5295 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5298 colormod = dummy_colormod;
5299 switch(vid.renderpath)
5301 case RENDERPATH_GL20:
5302 R_SetupShader_SetPermutationGLSL(mode, permutation);
5303 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5304 if (mode == SHADERMODE_LIGHTSOURCE)
5306 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5307 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5308 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5309 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5310 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5311 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);
5313 // additive passes are only darkened by fog, not tinted
5314 if (r_glsl_permutation->loc_FogColor >= 0)
5315 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5316 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5320 if (mode == SHADERMODE_FLATCOLOR)
5322 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5324 else if (mode == SHADERMODE_LIGHTDIRECTION)
5326 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5327 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5328 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);
5329 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5330 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);
5331 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5332 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]);
5336 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5337 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]);
5338 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);
5339 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5340 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);
5342 // additive passes are only darkened by fog, not tinted
5343 if (r_glsl_permutation->loc_FogColor >= 0)
5345 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5346 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5348 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5350 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);
5351 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]);
5352 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]);
5353 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5354 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5355 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5356 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5357 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5358 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5360 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5361 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5362 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5363 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]);
5364 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]);
5366 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5367 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5368 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5369 if (r_glsl_permutation->loc_Color_Pants >= 0)
5371 if (rsurface.texture->pantstexture)
5372 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5374 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5376 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5378 if (rsurface.texture->shirttexture)
5379 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5381 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5383 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]);
5384 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5385 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5386 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5387 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5388 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]);
5389 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5391 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5392 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5393 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5394 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5395 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5396 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5397 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5398 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5399 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5400 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5401 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5402 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5403 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5404 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5405 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5406 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5407 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5408 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5409 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5410 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5411 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5412 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5413 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5414 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5415 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5416 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5417 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5419 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5420 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5421 if (rsurface.rtlight)
5423 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5424 if (r_shadow_usingshadowmapcube)
5425 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5426 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5431 case RENDERPATH_CGGL:
5433 R_SetupShader_SetPermutationCG(mode, permutation);
5434 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5435 if (mode == SHADERMODE_LIGHTSOURCE)
5437 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5438 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5442 if (mode == SHADERMODE_LIGHTDIRECTION)
5444 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
5447 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5448 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5449 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5450 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5451 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
5454 if (mode == SHADERMODE_LIGHTSOURCE)
5456 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5457 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5458 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5459 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5460 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
5462 // additive passes are only darkened by fog, not tinted
5463 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5464 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5468 if (mode == SHADERMODE_FLATCOLOR)
5470 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5472 else if (mode == SHADERMODE_LIGHTDIRECTION)
5474 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5475 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5476 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
5477 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5478 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
5479 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
5480 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
5484 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5485 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
5486 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
5487 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5488 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
5490 // additive passes are only darkened by fog, not tinted
5491 if (r_cg_permutation->fp_FogColor)
5493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5494 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5496 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5499 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
5500 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
5501 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
5502 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5503 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5504 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5505 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5506 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5507 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5509 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
5510 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
5511 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5512 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5513 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5514 if (r_cg_permutation->fp_Color_Pants)
5516 if (rsurface.texture->pantstexture)
5517 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5519 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5522 if (r_cg_permutation->fp_Color_Shirt)
5524 if (rsurface.texture->shirttexture)
5525 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5527 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5530 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
5531 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5532 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5533 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5534 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5535 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
5536 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5538 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5539 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5540 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5541 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5542 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5543 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5544 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5545 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5546 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5547 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5548 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5549 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5550 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5551 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5552 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
5553 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5554 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5555 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5556 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5557 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5558 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5559 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5560 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5561 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5562 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5563 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5564 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5566 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5567 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5568 if (rsurface.rtlight)
5570 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5571 if (r_shadow_usingshadowmapcube)
5572 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5573 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5580 case RENDERPATH_GL13:
5581 case RENDERPATH_GL11:
5586 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5588 // select a permutation of the lighting shader appropriate to this
5589 // combination of texture, entity, light source, and fogging, only use the
5590 // minimum features necessary to avoid wasting rendering time in the
5591 // fragment shader on features that are not being used
5592 unsigned int permutation = 0;
5593 unsigned int mode = 0;
5594 const float *lightcolorbase = rtlight->currentcolor;
5595 float ambientscale = rtlight->ambientscale;
5596 float diffusescale = rtlight->diffusescale;
5597 float specularscale = rtlight->specularscale;
5598 // this is the location of the light in view space
5599 vec3_t viewlightorigin;
5600 // this transforms from view space (camera) to light space (cubemap)
5601 matrix4x4_t viewtolight;
5602 matrix4x4_t lighttoview;
5603 float viewtolight16f[16];
5604 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5606 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5607 if (rtlight->currentcubemap != r_texture_whitecube)
5608 permutation |= SHADERPERMUTATION_CUBEFILTER;
5609 if (diffusescale > 0)
5610 permutation |= SHADERPERMUTATION_DIFFUSE;
5611 if (specularscale > 0)
5612 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5613 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5615 if (r_shadow_usingshadowmaprect)
5616 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5617 if (r_shadow_usingshadowmap2d)
5618 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5619 if (r_shadow_usingshadowmapcube)
5620 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5621 else if(r_shadow_shadowmapvsdct)
5622 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5624 if (r_shadow_shadowmapsampler)
5625 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5626 if (r_shadow_shadowmappcf > 1)
5627 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5628 else if (r_shadow_shadowmappcf)
5629 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5631 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5632 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5633 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5634 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5635 switch(vid.renderpath)
5637 case RENDERPATH_GL20:
5638 R_SetupShader_SetPermutationGLSL(mode, permutation);
5639 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5640 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5641 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);
5642 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);
5643 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);
5644 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]);
5645 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]);
5646 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5647 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]);
5648 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5650 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5651 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5652 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5653 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5654 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5655 if (r_shadow_usingshadowmapcube)
5656 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5657 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5658 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5660 case RENDERPATH_CGGL:
5662 R_SetupShader_SetPermutationCG(mode, permutation);
5663 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5664 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5665 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
5666 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
5667 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
5668 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
5669 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
5670 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5671 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
5672 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5674 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5675 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5676 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5677 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5678 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5679 if (r_shadow_usingshadowmapcube)
5680 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5681 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5682 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5685 case RENDERPATH_GL13:
5686 case RENDERPATH_GL11:
5691 #define SKINFRAME_HASH 1024
5695 int loadsequence; // incremented each level change
5696 memexpandablearray_t array;
5697 skinframe_t *hash[SKINFRAME_HASH];
5700 r_skinframe_t r_skinframe;
5702 void R_SkinFrame_PrepareForPurge(void)
5704 r_skinframe.loadsequence++;
5705 // wrap it without hitting zero
5706 if (r_skinframe.loadsequence >= 200)
5707 r_skinframe.loadsequence = 1;
5710 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5714 // mark the skinframe as used for the purging code
5715 skinframe->loadsequence = r_skinframe.loadsequence;
5718 void R_SkinFrame_Purge(void)
5722 for (i = 0;i < SKINFRAME_HASH;i++)
5724 for (s = r_skinframe.hash[i];s;s = s->next)
5726 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5728 if (s->merged == s->base)
5730 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5731 R_PurgeTexture(s->stain );s->stain = NULL;
5732 R_PurgeTexture(s->merged);s->merged = NULL;
5733 R_PurgeTexture(s->base );s->base = NULL;
5734 R_PurgeTexture(s->pants );s->pants = NULL;
5735 R_PurgeTexture(s->shirt );s->shirt = NULL;
5736 R_PurgeTexture(s->nmap );s->nmap = NULL;
5737 R_PurgeTexture(s->gloss );s->gloss = NULL;
5738 R_PurgeTexture(s->glow );s->glow = NULL;
5739 R_PurgeTexture(s->fog );s->fog = NULL;
5740 R_PurgeTexture(s->reflect);s->reflect = NULL;
5741 s->loadsequence = 0;
5747 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5749 char basename[MAX_QPATH];
5751 Image_StripImageExtension(name, basename, sizeof(basename));
5753 if( last == NULL ) {
5755 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5756 item = r_skinframe.hash[hashindex];
5761 // linearly search through the hash bucket
5762 for( ; item ; item = item->next ) {
5763 if( !strcmp( item->basename, basename ) ) {
5770 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5774 char basename[MAX_QPATH];
5776 Image_StripImageExtension(name, basename, sizeof(basename));
5778 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5779 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5780 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5784 rtexture_t *dyntexture;
5785 // check whether its a dynamic texture
5786 dyntexture = CL_GetDynTexture( basename );
5787 if (!add && !dyntexture)
5789 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5790 memset(item, 0, sizeof(*item));
5791 strlcpy(item->basename, basename, sizeof(item->basename));
5792 item->base = dyntexture; // either NULL or dyntexture handle
5793 item->textureflags = textureflags;
5794 item->comparewidth = comparewidth;
5795 item->compareheight = compareheight;
5796 item->comparecrc = comparecrc;
5797 item->next = r_skinframe.hash[hashindex];
5798 r_skinframe.hash[hashindex] = item;
5800 else if( item->base == NULL )
5802 rtexture_t *dyntexture;
5803 // check whether its a dynamic texture
5804 // 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]
5805 dyntexture = CL_GetDynTexture( basename );
5806 item->base = dyntexture; // either NULL or dyntexture handle
5809 R_SkinFrame_MarkUsed(item);
5813 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5815 unsigned long long avgcolor[5], wsum; \
5823 for(pix = 0; pix < cnt; ++pix) \
5826 for(comp = 0; comp < 3; ++comp) \
5828 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5831 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5833 for(comp = 0; comp < 3; ++comp) \
5834 avgcolor[comp] += getpixel * w; \
5837 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5838 avgcolor[4] += getpixel; \
5840 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5842 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5843 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5844 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5845 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5848 extern cvar_t gl_picmip;
5849 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5852 unsigned char *pixels;
5853 unsigned char *bumppixels;
5854 unsigned char *basepixels = NULL;
5855 int basepixels_width = 0;
5856 int basepixels_height = 0;
5857 skinframe_t *skinframe;
5858 rtexture_t *ddsbase = NULL;
5859 qboolean ddshasalpha = false;
5860 float ddsavgcolor[4];
5861 char basename[MAX_QPATH];
5862 int miplevel = R_PicmipForFlags(textureflags);
5863 int savemiplevel = miplevel;
5866 if (cls.state == ca_dedicated)
5869 // return an existing skinframe if already loaded
5870 // if loading of the first image fails, don't make a new skinframe as it
5871 // would cause all future lookups of this to be missing
5872 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5873 if (skinframe && skinframe->base)
5876 Image_StripImageExtension(name, basename, sizeof(basename));
5878 // check for DDS texture file first
5879 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5881 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5882 if (basepixels == NULL)
5886 // FIXME handle miplevel
5888 if (developer_loading.integer)
5889 Con_Printf("loading skin \"%s\"\n", name);
5891 // we've got some pixels to store, so really allocate this new texture now
5893 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5894 skinframe->stain = NULL;
5895 skinframe->merged = NULL;
5896 skinframe->base = NULL;
5897 skinframe->pants = NULL;
5898 skinframe->shirt = NULL;
5899 skinframe->nmap = NULL;
5900 skinframe->gloss = NULL;
5901 skinframe->glow = NULL;
5902 skinframe->fog = NULL;
5903 skinframe->reflect = NULL;
5904 skinframe->hasalpha = false;
5908 skinframe->base = ddsbase;
5909 skinframe->hasalpha = ddshasalpha;
5910 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5911 if (r_loadfog && skinframe->hasalpha)
5912 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5913 //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]);
5917 basepixels_width = image_width;
5918 basepixels_height = image_height;
5919 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5920 if (textureflags & TEXF_ALPHA)
5922 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5924 if (basepixels[j] < 255)
5926 skinframe->hasalpha = true;
5930 if (r_loadfog && skinframe->hasalpha)
5932 // has transparent pixels
5933 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5934 for (j = 0;j < image_width * image_height * 4;j += 4)
5939 pixels[j+3] = basepixels[j+3];
5941 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5945 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5946 //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]);
5947 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5948 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5949 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5950 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5955 mymiplevel = savemiplevel;
5956 if (r_loadnormalmap)
5957 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5958 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5960 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5961 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5962 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5963 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5966 // _norm is the name used by tenebrae and has been adopted as standard
5967 if (r_loadnormalmap && skinframe->nmap == NULL)
5969 mymiplevel = savemiplevel;
5970 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5972 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5976 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5978 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5979 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5980 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5982 Mem_Free(bumppixels);
5984 else if (r_shadow_bumpscale_basetexture.value > 0)
5986 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5987 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5988 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5991 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5992 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5995 // _luma is supported only for tenebrae compatibility
5996 // _glow is the preferred name
5997 mymiplevel = savemiplevel;
5998 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
6000 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6001 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6002 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6003 Mem_Free(pixels);pixels = NULL;
6006 mymiplevel = savemiplevel;
6007 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6009 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6010 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6011 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6016 mymiplevel = savemiplevel;
6017 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6019 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6020 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6021 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6026 mymiplevel = savemiplevel;
6027 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6029 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6030 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6031 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6036 mymiplevel = savemiplevel;
6037 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6039 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6040 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6041 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6047 Mem_Free(basepixels);
6052 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6053 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6056 unsigned char *temp1, *temp2;
6057 skinframe_t *skinframe;
6059 if (cls.state == ca_dedicated)
6062 // if already loaded just return it, otherwise make a new skinframe
6063 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6064 if (skinframe && skinframe->base)
6067 skinframe->stain = NULL;
6068 skinframe->merged = NULL;
6069 skinframe->base = NULL;
6070 skinframe->pants = NULL;
6071 skinframe->shirt = NULL;
6072 skinframe->nmap = NULL;
6073 skinframe->gloss = NULL;
6074 skinframe->glow = NULL;
6075 skinframe->fog = NULL;
6076 skinframe->reflect = NULL;
6077 skinframe->hasalpha = false;
6079 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6083 if (developer_loading.integer)
6084 Con_Printf("loading 32bit skin \"%s\"\n", name);
6086 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6088 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6089 temp2 = temp1 + width * height * 4;
6090 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6091 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6094 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6095 if (textureflags & TEXF_ALPHA)
6097 for (i = 3;i < width * height * 4;i += 4)
6099 if (skindata[i] < 255)
6101 skinframe->hasalpha = true;
6105 if (r_loadfog && skinframe->hasalpha)
6107 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6108 memcpy(fogpixels, skindata, width * height * 4);
6109 for (i = 0;i < width * height * 4;i += 4)
6110 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6111 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6112 Mem_Free(fogpixels);
6116 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6117 //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]);
6122 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6126 skinframe_t *skinframe;
6128 if (cls.state == ca_dedicated)
6131 // if already loaded just return it, otherwise make a new skinframe
6132 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6133 if (skinframe && skinframe->base)
6136 skinframe->stain = NULL;
6137 skinframe->merged = NULL;
6138 skinframe->base = NULL;
6139 skinframe->pants = NULL;
6140 skinframe->shirt = NULL;
6141 skinframe->nmap = NULL;
6142 skinframe->gloss = NULL;
6143 skinframe->glow = NULL;
6144 skinframe->fog = NULL;
6145 skinframe->reflect = NULL;
6146 skinframe->hasalpha = false;
6148 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6152 if (developer_loading.integer)
6153 Con_Printf("loading quake skin \"%s\"\n", name);
6155 // 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)
6156 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6157 memcpy(skinframe->qpixels, skindata, width*height);
6158 skinframe->qwidth = width;
6159 skinframe->qheight = height;
6162 for (i = 0;i < width * height;i++)
6163 featuresmask |= palette_featureflags[skindata[i]];
6165 skinframe->hasalpha = false;
6166 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6167 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6168 skinframe->qgeneratemerged = true;
6169 skinframe->qgeneratebase = skinframe->qhascolormapping;
6170 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6172 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6173 //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]);
6178 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6182 unsigned char *skindata;
6184 if (!skinframe->qpixels)
6187 if (!skinframe->qhascolormapping)
6188 colormapped = false;
6192 if (!skinframe->qgeneratebase)
6197 if (!skinframe->qgeneratemerged)
6201 width = skinframe->qwidth;
6202 height = skinframe->qheight;
6203 skindata = skinframe->qpixels;
6205 if (skinframe->qgeneratenmap)
6207 unsigned char *temp1, *temp2;
6208 skinframe->qgeneratenmap = false;
6209 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6210 temp2 = temp1 + width * height * 4;
6211 // use either a custom palette or the quake palette
6212 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6213 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6214 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6218 if (skinframe->qgenerateglow)
6220 skinframe->qgenerateglow = false;
6221 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6226 skinframe->qgeneratebase = false;
6227 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);
6228 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6229 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6233 skinframe->qgeneratemerged = false;
6234 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);
6237 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6239 Mem_Free(skinframe->qpixels);
6240 skinframe->qpixels = NULL;
6244 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)
6247 skinframe_t *skinframe;
6249 if (cls.state == ca_dedicated)
6252 // if already loaded just return it, otherwise make a new skinframe
6253 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6254 if (skinframe && skinframe->base)
6257 skinframe->stain = NULL;
6258 skinframe->merged = NULL;
6259 skinframe->base = NULL;
6260 skinframe->pants = NULL;
6261 skinframe->shirt = NULL;
6262 skinframe->nmap = NULL;
6263 skinframe->gloss = NULL;
6264 skinframe->glow = NULL;
6265 skinframe->fog = NULL;
6266 skinframe->reflect = NULL;
6267 skinframe->hasalpha = false;
6269 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6273 if (developer_loading.integer)
6274 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6276 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6277 if (textureflags & TEXF_ALPHA)
6279 for (i = 0;i < width * height;i++)
6281 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6283 skinframe->hasalpha = true;
6287 if (r_loadfog && skinframe->hasalpha)
6288 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6291 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6292 //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]);
6297 skinframe_t *R_SkinFrame_LoadMissing(void)
6299 skinframe_t *skinframe;
6301 if (cls.state == ca_dedicated)
6304 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6305 skinframe->stain = NULL;
6306 skinframe->merged = NULL;
6307 skinframe->base = NULL;
6308 skinframe->pants = NULL;
6309 skinframe->shirt = NULL;
6310 skinframe->nmap = NULL;
6311 skinframe->gloss = NULL;
6312 skinframe->glow = NULL;
6313 skinframe->fog = NULL;
6314 skinframe->reflect = NULL;
6315 skinframe->hasalpha = false;
6317 skinframe->avgcolor[0] = rand() / RAND_MAX;
6318 skinframe->avgcolor[1] = rand() / RAND_MAX;
6319 skinframe->avgcolor[2] = rand() / RAND_MAX;
6320 skinframe->avgcolor[3] = 1;
6325 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6326 typedef struct suffixinfo_s
6329 qboolean flipx, flipy, flipdiagonal;
6332 static suffixinfo_t suffix[3][6] =
6335 {"px", false, false, false},
6336 {"nx", false, false, false},
6337 {"py", false, false, false},
6338 {"ny", false, false, false},
6339 {"pz", false, false, false},
6340 {"nz", false, false, false}
6343 {"posx", false, false, false},
6344 {"negx", false, false, false},
6345 {"posy", false, false, false},
6346 {"negy", false, false, false},
6347 {"posz", false, false, false},
6348 {"negz", false, false, false}
6351 {"rt", true, false, true},
6352 {"lf", false, true, true},
6353 {"ft", true, true, false},
6354 {"bk", false, false, false},
6355 {"up", true, false, true},
6356 {"dn", true, false, true}
6360 static int componentorder[4] = {0, 1, 2, 3};
6362 rtexture_t *R_LoadCubemap(const char *basename)
6364 int i, j, cubemapsize;
6365 unsigned char *cubemappixels, *image_buffer;
6366 rtexture_t *cubemaptexture;
6368 // must start 0 so the first loadimagepixels has no requested width/height
6370 cubemappixels = NULL;
6371 cubemaptexture = NULL;
6372 // keep trying different suffix groups (posx, px, rt) until one loads
6373 for (j = 0;j < 3 && !cubemappixels;j++)
6375 // load the 6 images in the suffix group
6376 for (i = 0;i < 6;i++)
6378 // generate an image name based on the base and and suffix
6379 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6381 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6383 // an image loaded, make sure width and height are equal
6384 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6386 // if this is the first image to load successfully, allocate the cubemap memory
6387 if (!cubemappixels && image_width >= 1)
6389 cubemapsize = image_width;
6390 // note this clears to black, so unavailable sides are black
6391 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6393 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6395 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);
6398 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6400 Mem_Free(image_buffer);
6404 // if a cubemap loaded, upload it
6407 if (developer_loading.integer)
6408 Con_Printf("loading cubemap \"%s\"\n", basename);
6410 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6411 Mem_Free(cubemappixels);
6415 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6416 if (developer_loading.integer)
6418 Con_Printf("(tried tried images ");
6419 for (j = 0;j < 3;j++)
6420 for (i = 0;i < 6;i++)
6421 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6422 Con_Print(" and was unable to find any of them).\n");
6425 return cubemaptexture;
6428 rtexture_t *R_GetCubemap(const char *basename)
6431 for (i = 0;i < r_texture_numcubemaps;i++)
6432 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6433 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6434 if (i >= MAX_CUBEMAPS)
6435 return r_texture_whitecube;
6436 r_texture_numcubemaps++;
6437 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6438 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6439 return r_texture_cubemaps[i].texture;
6442 void R_FreeCubemaps(void)
6445 for (i = 0;i < r_texture_numcubemaps;i++)
6447 if (developer_loading.integer)
6448 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6449 if (r_texture_cubemaps[i].texture)
6450 R_FreeTexture(r_texture_cubemaps[i].texture);
6452 r_texture_numcubemaps = 0;
6455 void R_Main_FreeViewCache(void)
6457 if (r_refdef.viewcache.entityvisible)
6458 Mem_Free(r_refdef.viewcache.entityvisible);
6459 if (r_refdef.viewcache.world_pvsbits)
6460 Mem_Free(r_refdef.viewcache.world_pvsbits);
6461 if (r_refdef.viewcache.world_leafvisible)
6462 Mem_Free(r_refdef.viewcache.world_leafvisible);
6463 if (r_refdef.viewcache.world_surfacevisible)
6464 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6465 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6468 void R_Main_ResizeViewCache(void)
6470 int numentities = r_refdef.scene.numentities;
6471 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6472 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6473 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6474 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6475 if (r_refdef.viewcache.maxentities < numentities)
6477 r_refdef.viewcache.maxentities = numentities;
6478 if (r_refdef.viewcache.entityvisible)
6479 Mem_Free(r_refdef.viewcache.entityvisible);
6480 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6482 if (r_refdef.viewcache.world_numclusters != numclusters)
6484 r_refdef.viewcache.world_numclusters = numclusters;
6485 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6486 if (r_refdef.viewcache.world_pvsbits)
6487 Mem_Free(r_refdef.viewcache.world_pvsbits);
6488 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6490 if (r_refdef.viewcache.world_numleafs != numleafs)
6492 r_refdef.viewcache.world_numleafs = numleafs;
6493 if (r_refdef.viewcache.world_leafvisible)
6494 Mem_Free(r_refdef.viewcache.world_leafvisible);
6495 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6497 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6499 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6500 if (r_refdef.viewcache.world_surfacevisible)
6501 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6502 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6506 extern rtexture_t *loadingscreentexture;
6507 void gl_main_start(void)
6509 loadingscreentexture = NULL;
6510 r_texture_blanknormalmap = NULL;
6511 r_texture_white = NULL;
6512 r_texture_grey128 = NULL;
6513 r_texture_black = NULL;
6514 r_texture_whitecube = NULL;
6515 r_texture_normalizationcube = NULL;
6516 r_texture_fogattenuation = NULL;
6517 r_texture_fogheighttexture = NULL;
6518 r_texture_gammaramps = NULL;
6519 r_texture_numcubemaps = 0;
6521 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6522 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6524 switch(vid.renderpath)
6526 case RENDERPATH_GL20:
6527 case RENDERPATH_CGGL:
6528 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6529 Cvar_SetValueQuick(&gl_combine, 1);
6530 Cvar_SetValueQuick(&r_glsl, 1);
6531 r_loadnormalmap = true;
6535 case RENDERPATH_GL13:
6536 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6537 Cvar_SetValueQuick(&gl_combine, 1);
6538 Cvar_SetValueQuick(&r_glsl, 0);
6539 r_loadnormalmap = false;
6540 r_loadgloss = false;
6543 case RENDERPATH_GL11:
6544 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6545 Cvar_SetValueQuick(&gl_combine, 0);
6546 Cvar_SetValueQuick(&r_glsl, 0);
6547 r_loadnormalmap = false;
6548 r_loadgloss = false;
6554 R_FrameData_Reset();
6558 memset(r_queries, 0, sizeof(r_queries));
6560 r_qwskincache = NULL;
6561 r_qwskincache_size = 0;
6563 // set up r_skinframe loading system for textures
6564 memset(&r_skinframe, 0, sizeof(r_skinframe));
6565 r_skinframe.loadsequence = 1;
6566 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6568 r_main_texturepool = R_AllocTexturePool();
6569 R_BuildBlankTextures();
6571 if (vid.support.arb_texture_cube_map)
6574 R_BuildNormalizationCube();
6576 r_texture_fogattenuation = NULL;
6577 r_texture_fogheighttexture = NULL;
6578 r_texture_gammaramps = NULL;
6579 //r_texture_fogintensity = NULL;
6580 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6581 memset(&r_waterstate, 0, sizeof(r_waterstate));
6582 r_glsl_permutation = NULL;
6583 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6584 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6585 glslshaderstring = NULL;
6587 r_cg_permutation = NULL;
6588 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6589 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6590 cgshaderstring = NULL;
6592 memset(&r_svbsp, 0, sizeof (r_svbsp));
6594 r_refdef.fogmasktable_density = 0;
6597 void gl_main_shutdown(void)
6600 R_FrameData_Reset();
6602 R_Main_FreeViewCache();
6605 qglDeleteQueriesARB(r_maxqueries, r_queries);
6609 memset(r_queries, 0, sizeof(r_queries));
6611 r_qwskincache = NULL;
6612 r_qwskincache_size = 0;
6614 // clear out the r_skinframe state
6615 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6616 memset(&r_skinframe, 0, sizeof(r_skinframe));
6619 Mem_Free(r_svbsp.nodes);
6620 memset(&r_svbsp, 0, sizeof (r_svbsp));
6621 R_FreeTexturePool(&r_main_texturepool);
6622 loadingscreentexture = NULL;
6623 r_texture_blanknormalmap = NULL;
6624 r_texture_white = NULL;
6625 r_texture_grey128 = NULL;
6626 r_texture_black = NULL;
6627 r_texture_whitecube = NULL;
6628 r_texture_normalizationcube = NULL;
6629 r_texture_fogattenuation = NULL;
6630 r_texture_fogheighttexture = NULL;
6631 r_texture_gammaramps = NULL;
6632 r_texture_numcubemaps = 0;
6633 //r_texture_fogintensity = NULL;
6634 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6635 memset(&r_waterstate, 0, sizeof(r_waterstate));
6636 r_glsl_permutation = NULL;
6637 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6638 glslshaderstring = NULL;
6640 r_cg_permutation = NULL;
6641 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6642 cgshaderstring = NULL;
6647 extern void CL_ParseEntityLump(char *entitystring);
6648 void gl_main_newmap(void)
6650 // FIXME: move this code to client
6651 char *entities, entname[MAX_QPATH];
6653 Mem_Free(r_qwskincache);
6654 r_qwskincache = NULL;
6655 r_qwskincache_size = 0;
6658 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6659 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6661 CL_ParseEntityLump(entities);
6665 if (cl.worldmodel->brush.entities)
6666 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6668 R_Main_FreeViewCache();
6670 R_FrameData_Reset();
6673 void GL_Main_Init(void)
6675 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6677 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6678 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6679 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6680 if (gamemode == GAME_NEHAHRA)
6682 Cvar_RegisterVariable (&gl_fogenable);
6683 Cvar_RegisterVariable (&gl_fogdensity);
6684 Cvar_RegisterVariable (&gl_fogred);
6685 Cvar_RegisterVariable (&gl_foggreen);
6686 Cvar_RegisterVariable (&gl_fogblue);
6687 Cvar_RegisterVariable (&gl_fogstart);
6688 Cvar_RegisterVariable (&gl_fogend);
6689 Cvar_RegisterVariable (&gl_skyclip);
6691 Cvar_RegisterVariable(&r_motionblur);
6692 Cvar_RegisterVariable(&r_motionblur_maxblur);
6693 Cvar_RegisterVariable(&r_motionblur_bmin);
6694 Cvar_RegisterVariable(&r_motionblur_vmin);
6695 Cvar_RegisterVariable(&r_motionblur_vmax);
6696 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6697 Cvar_RegisterVariable(&r_motionblur_randomize);
6698 Cvar_RegisterVariable(&r_damageblur);
6699 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6700 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6701 Cvar_RegisterVariable(&r_equalize_entities_by);
6702 Cvar_RegisterVariable(&r_equalize_entities_to);
6703 Cvar_RegisterVariable(&r_depthfirst);
6704 Cvar_RegisterVariable(&r_useinfinitefarclip);
6705 Cvar_RegisterVariable(&r_farclip_base);
6706 Cvar_RegisterVariable(&r_farclip_world);
6707 Cvar_RegisterVariable(&r_nearclip);
6708 Cvar_RegisterVariable(&r_showbboxes);
6709 Cvar_RegisterVariable(&r_showsurfaces);
6710 Cvar_RegisterVariable(&r_showtris);
6711 Cvar_RegisterVariable(&r_shownormals);
6712 Cvar_RegisterVariable(&r_showlighting);
6713 Cvar_RegisterVariable(&r_showshadowvolumes);
6714 Cvar_RegisterVariable(&r_showcollisionbrushes);
6715 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6716 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6717 Cvar_RegisterVariable(&r_showdisabledepthtest);
6718 Cvar_RegisterVariable(&r_drawportals);
6719 Cvar_RegisterVariable(&r_drawentities);
6720 Cvar_RegisterVariable(&r_draw2d);
6721 Cvar_RegisterVariable(&r_drawworld);
6722 Cvar_RegisterVariable(&r_cullentities_trace);
6723 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6724 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6725 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6726 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6727 Cvar_RegisterVariable(&r_drawviewmodel);
6728 Cvar_RegisterVariable(&r_drawexteriormodel);
6729 Cvar_RegisterVariable(&r_speeds);
6730 Cvar_RegisterVariable(&r_fullbrights);
6731 Cvar_RegisterVariable(&r_wateralpha);
6732 Cvar_RegisterVariable(&r_dynamic);
6733 Cvar_RegisterVariable(&r_fakelight);
6734 Cvar_RegisterVariable(&r_fakelight_intensity);
6735 Cvar_RegisterVariable(&r_fullbright);
6736 Cvar_RegisterVariable(&r_shadows);
6737 Cvar_RegisterVariable(&r_shadows_darken);
6738 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6739 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6740 Cvar_RegisterVariable(&r_shadows_throwdistance);
6741 Cvar_RegisterVariable(&r_shadows_throwdirection);
6742 Cvar_RegisterVariable(&r_shadows_focus);
6743 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6744 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6745 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6746 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6747 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6748 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6749 Cvar_RegisterVariable(&r_fog_exp2);
6750 Cvar_RegisterVariable(&r_drawfog);
6751 Cvar_RegisterVariable(&r_transparentdepthmasking);
6752 Cvar_RegisterVariable(&r_texture_dds_load);
6753 Cvar_RegisterVariable(&r_texture_dds_save);
6754 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6755 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6756 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6757 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6758 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6759 Cvar_RegisterVariable(&r_textureunits);
6760 Cvar_RegisterVariable(&gl_combine);
6761 Cvar_RegisterVariable(&r_glsl);
6762 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6763 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6764 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6765 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6766 Cvar_RegisterVariable(&r_glsl_postprocess);
6767 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6768 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6769 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6770 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6771 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
6772 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
6773 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
6774 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
6776 Cvar_RegisterVariable(&r_water);
6777 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6778 Cvar_RegisterVariable(&r_water_clippingplanebias);
6779 Cvar_RegisterVariable(&r_water_refractdistort);
6780 Cvar_RegisterVariable(&r_water_reflectdistort);
6781 Cvar_RegisterVariable(&r_water_scissormode);
6782 Cvar_RegisterVariable(&r_lerpsprites);
6783 Cvar_RegisterVariable(&r_lerpmodels);
6784 Cvar_RegisterVariable(&r_lerplightstyles);
6785 Cvar_RegisterVariable(&r_waterscroll);
6786 Cvar_RegisterVariable(&r_bloom);
6787 Cvar_RegisterVariable(&r_bloom_colorscale);
6788 Cvar_RegisterVariable(&r_bloom_brighten);
6789 Cvar_RegisterVariable(&r_bloom_blur);
6790 Cvar_RegisterVariable(&r_bloom_resolution);
6791 Cvar_RegisterVariable(&r_bloom_colorexponent);
6792 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6793 Cvar_RegisterVariable(&r_hdr);
6794 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6795 Cvar_RegisterVariable(&r_hdr_glowintensity);
6796 Cvar_RegisterVariable(&r_hdr_range);
6797 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6798 Cvar_RegisterVariable(&developer_texturelogging);
6799 Cvar_RegisterVariable(&gl_lightmaps);
6800 Cvar_RegisterVariable(&r_test);
6801 Cvar_RegisterVariable(&r_batchmode);
6802 Cvar_RegisterVariable(&r_glsl_saturation);
6803 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
6804 Cvar_RegisterVariable(&r_framedatasize);
6805 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6806 Cvar_SetValue("r_fullbrights", 0);
6807 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6809 Cvar_RegisterVariable(&r_track_sprites);
6810 Cvar_RegisterVariable(&r_track_sprites_flags);
6811 Cvar_RegisterVariable(&r_track_sprites_scalew);
6812 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6813 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6814 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6817 extern void R_Textures_Init(void);
6818 extern void GL_Draw_Init(void);
6819 extern void GL_Main_Init(void);
6820 extern void R_Shadow_Init(void);
6821 extern void R_Sky_Init(void);
6822 extern void GL_Surf_Init(void);
6823 extern void R_Particles_Init(void);
6824 extern void R_Explosion_Init(void);
6825 extern void gl_backend_init(void);
6826 extern void Sbar_Init(void);
6827 extern void R_LightningBeams_Init(void);
6828 extern void Mod_RenderInit(void);
6829 extern void Font_Init(void);
6831 void Render_Init(void)
6844 R_LightningBeams_Init();
6853 extern char *ENGINE_EXTENSIONS;
6856 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6857 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6858 gl_version = (const char *)qglGetString(GL_VERSION);
6859 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6863 if (!gl_platformextensions)
6864 gl_platformextensions = "";
6866 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6867 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6868 Con_Printf("GL_VERSION: %s\n", gl_version);
6869 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6870 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6872 VID_CheckExtensions();
6874 // LordHavoc: report supported extensions
6875 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6877 // clear to black (loading plaque will be seen over this)
6879 qglClearColor(0,0,0,1);CHECKGLERROR
6880 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6883 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6887 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6889 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6892 p = r_refdef.view.frustum + i;
6897 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6901 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6905 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6909 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6913 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6917 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6921 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6925 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6933 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6937 for (i = 0;i < numplanes;i++)
6944 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6948 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6952 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6956 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6960 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6964 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6968 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6972 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6980 //==================================================================================
6982 // LordHavoc: this stores temporary data used within the same frame
6984 qboolean r_framedata_failed;
6985 static size_t r_framedata_size;
6986 static size_t r_framedata_current;
6987 static void *r_framedata_base;
6989 void R_FrameData_Reset(void)
6991 if (r_framedata_base)
6992 Mem_Free(r_framedata_base);
6993 r_framedata_base = NULL;
6994 r_framedata_size = 0;
6995 r_framedata_current = 0;
6996 r_framedata_failed = false;
6999 void R_FrameData_NewFrame(void)
7002 if (r_framedata_failed)
7003 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7004 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7005 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7006 if (r_framedata_size != wantedsize)
7008 r_framedata_size = wantedsize;
7009 if (r_framedata_base)
7010 Mem_Free(r_framedata_base);
7011 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7013 r_framedata_current = 0;
7014 r_framedata_failed = false;
7017 void *R_FrameData_Alloc(size_t size)
7021 // align to 16 byte boundary
7022 size = (size + 15) & ~15;
7023 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7024 r_framedata_current += size;
7027 if (r_framedata_current > r_framedata_size)
7028 r_framedata_failed = true;
7030 // return NULL on everything after a failure
7031 if (r_framedata_failed)
7037 void *R_FrameData_Store(size_t size, void *data)
7039 void *d = R_FrameData_Alloc(size);
7041 memcpy(d, data, size);
7045 //==================================================================================
7047 // LordHavoc: animcache originally written by Echon, rewritten since then
7050 * Animation cache prevents re-generating mesh data for an animated model
7051 * multiple times in one frame for lighting, shadowing, reflections, etc.
7054 void R_AnimCache_Free(void)
7058 void R_AnimCache_ClearCache(void)
7061 entity_render_t *ent;
7063 for (i = 0;i < r_refdef.scene.numentities;i++)
7065 ent = r_refdef.scene.entities[i];
7066 ent->animcache_vertex3f = NULL;
7067 ent->animcache_normal3f = NULL;
7068 ent->animcache_svector3f = NULL;
7069 ent->animcache_tvector3f = NULL;
7073 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7075 dp_model_t *model = ent->model;
7077 // see if it's already cached this frame
7078 if (ent->animcache_vertex3f)
7080 // add normals/tangents if needed
7081 if (wantnormals || wanttangents)
7083 if (ent->animcache_normal3f)
7084 wantnormals = false;
7085 if (ent->animcache_svector3f)
7086 wanttangents = false;
7087 if (wantnormals || wanttangents)
7089 numvertices = model->surfmesh.num_vertices;
7091 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7094 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7095 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7097 if (!r_framedata_failed)
7098 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7104 // see if this ent is worth caching
7105 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7107 // get some memory for this entity and generate mesh data
7108 numvertices = model->surfmesh.num_vertices;
7109 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7111 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7114 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7115 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7117 if (!r_framedata_failed)
7118 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7120 return !r_framedata_failed;
7123 void R_AnimCache_CacheVisibleEntities(void)
7126 qboolean wantnormals = !r_showsurfaces.integer;
7127 qboolean wanttangents = !r_showsurfaces.integer;
7129 switch(vid.renderpath)
7131 case RENDERPATH_GL20:
7132 case RENDERPATH_CGGL:
7134 case RENDERPATH_GL13:
7135 case RENDERPATH_GL11:
7136 wanttangents = false;
7140 // TODO: thread this
7141 // NOTE: R_PrepareRTLights() also caches entities
7143 for (i = 0;i < r_refdef.scene.numentities;i++)
7144 if (r_refdef.viewcache.entityvisible[i])
7145 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7148 //==================================================================================
7150 static void R_View_UpdateEntityLighting (void)
7153 entity_render_t *ent;
7154 vec3_t tempdiffusenormal, avg;
7155 vec_t f, fa, fd, fdd;
7156 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7158 for (i = 0;i < r_refdef.scene.numentities;i++)
7160 ent = r_refdef.scene.entities[i];
7162 // skip unseen models
7163 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7167 if (ent->model && ent->model->brush.num_leafs)
7169 // TODO: use modellight for r_ambient settings on world?
7170 VectorSet(ent->modellight_ambient, 0, 0, 0);
7171 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7172 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7176 // fetch the lighting from the worldmodel data
7177 VectorClear(ent->modellight_ambient);
7178 VectorClear(ent->modellight_diffuse);
7179 VectorClear(tempdiffusenormal);
7180 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7183 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7185 // complete lightning for lit sprites
7186 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7187 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7189 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7190 org[2] = org[2] + r_overheadsprites_pushback.value;
7191 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true);
7194 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7196 if(ent->flags & RENDER_EQUALIZE)
7198 // first fix up ambient lighting...
7199 if(r_equalize_entities_minambient.value > 0)
7201 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7204 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7205 if(fa < r_equalize_entities_minambient.value * fd)
7208 // fa'/fd' = minambient
7209 // fa'+0.25*fd' = fa+0.25*fd
7211 // fa' = fd' * minambient
7212 // fd'*(0.25+minambient) = fa+0.25*fd
7214 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7215 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7217 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7218 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
7219 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7220 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7225 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7227 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7228 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7231 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7232 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7233 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7239 VectorSet(ent->modellight_ambient, 1, 1, 1);
7241 // move the light direction into modelspace coordinates for lighting code
7242 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7243 if(VectorLength2(ent->modellight_lightdir) == 0)
7244 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7245 VectorNormalize(ent->modellight_lightdir);
7249 #define MAX_LINEOFSIGHTTRACES 64
7251 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7254 vec3_t boxmins, boxmaxs;
7257 dp_model_t *model = r_refdef.scene.worldmodel;
7259 if (!model || !model->brush.TraceLineOfSight)
7262 // expand the box a little
7263 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7264 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7265 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7266 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7267 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7268 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7270 // return true if eye is inside enlarged box
7271 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7275 VectorCopy(eye, start);
7276 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7277 if (model->brush.TraceLineOfSight(model, start, end))
7280 // try various random positions
7281 for (i = 0;i < numsamples;i++)
7283 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7284 if (model->brush.TraceLineOfSight(model, start, end))
7292 static void R_View_UpdateEntityVisible (void)
7297 entity_render_t *ent;
7299 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7300 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7301 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7302 : RENDER_EXTERIORMODEL;
7303 if (!r_drawviewmodel.integer)
7304 renderimask |= RENDER_VIEWMODEL;
7305 if (!r_drawexteriormodel.integer)
7306 renderimask |= RENDER_EXTERIORMODEL;
7307 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7309 // worldmodel can check visibility
7310 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7311 for (i = 0;i < r_refdef.scene.numentities;i++)
7313 ent = r_refdef.scene.entities[i];
7314 if (!(ent->flags & renderimask))
7315 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7316 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))
7317 r_refdef.viewcache.entityvisible[i] = true;
7319 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7320 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7322 for (i = 0;i < r_refdef.scene.numentities;i++)
7324 ent = r_refdef.scene.entities[i];
7325 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7327 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7329 continue; // temp entities do pvs only
7330 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7331 ent->last_trace_visibility = realtime;
7332 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7333 r_refdef.viewcache.entityvisible[i] = 0;
7340 // no worldmodel or it can't check visibility
7341 for (i = 0;i < r_refdef.scene.numentities;i++)
7343 ent = r_refdef.scene.entities[i];
7344 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));
7349 /// only used if skyrendermasked, and normally returns false
7350 int R_DrawBrushModelsSky (void)
7353 entity_render_t *ent;
7356 for (i = 0;i < r_refdef.scene.numentities;i++)
7358 if (!r_refdef.viewcache.entityvisible[i])
7360 ent = r_refdef.scene.entities[i];
7361 if (!ent->model || !ent->model->DrawSky)
7363 ent->model->DrawSky(ent);
7369 static void R_DrawNoModel(entity_render_t *ent);
7370 static void R_DrawModels(void)
7373 entity_render_t *ent;
7375 for (i = 0;i < r_refdef.scene.numentities;i++)
7377 if (!r_refdef.viewcache.entityvisible[i])
7379 ent = r_refdef.scene.entities[i];
7380 r_refdef.stats.entities++;
7381 if (ent->model && ent->model->Draw != NULL)
7382 ent->model->Draw(ent);
7388 static void R_DrawModelsDepth(void)
7391 entity_render_t *ent;
7393 for (i = 0;i < r_refdef.scene.numentities;i++)
7395 if (!r_refdef.viewcache.entityvisible[i])
7397 ent = r_refdef.scene.entities[i];
7398 if (ent->model && ent->model->DrawDepth != NULL)
7399 ent->model->DrawDepth(ent);
7403 static void R_DrawModelsDebug(void)
7406 entity_render_t *ent;
7408 for (i = 0;i < r_refdef.scene.numentities;i++)
7410 if (!r_refdef.viewcache.entityvisible[i])
7412 ent = r_refdef.scene.entities[i];
7413 if (ent->model && ent->model->DrawDebug != NULL)
7414 ent->model->DrawDebug(ent);
7418 static void R_DrawModelsAddWaterPlanes(void)
7421 entity_render_t *ent;
7423 for (i = 0;i < r_refdef.scene.numentities;i++)
7425 if (!r_refdef.viewcache.entityvisible[i])
7427 ent = r_refdef.scene.entities[i];
7428 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7429 ent->model->DrawAddWaterPlanes(ent);
7433 static void R_View_SetFrustum(const int *scissor)
7436 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
7437 vec3_t forward, left, up, origin, v;
7441 // flipped x coordinates (because x points left here)
7442 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7443 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7445 // non-flipped y coordinates
7446 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7447 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7450 // we can't trust r_refdef.view.forward and friends in reflected scenes
7451 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7454 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7455 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7456 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7457 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7458 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7459 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7460 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7461 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7462 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7463 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7464 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7465 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7469 zNear = r_refdef.nearclip;
7470 nudge = 1.0 - 1.0 / (1<<23);
7471 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7472 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7473 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7474 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7475 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7476 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7477 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7478 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7484 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7485 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7486 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7487 r_refdef.view.frustum[0].dist = m[15] - m[12];
7489 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7490 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7491 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7492 r_refdef.view.frustum[1].dist = m[15] + m[12];
7494 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7495 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7496 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7497 r_refdef.view.frustum[2].dist = m[15] - m[13];
7499 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7500 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7501 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7502 r_refdef.view.frustum[3].dist = m[15] + m[13];
7504 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7505 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7506 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7507 r_refdef.view.frustum[4].dist = m[15] - m[14];
7509 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7510 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7511 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7512 r_refdef.view.frustum[5].dist = m[15] + m[14];
7515 if (r_refdef.view.useperspective)
7517 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7518 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7519 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7520 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7521 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7523 // then the normals from the corners relative to origin
7524 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
7525 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
7526 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
7527 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
7529 // in a NORMAL view, forward cross left == up
7530 // in a REFLECTED view, forward cross left == down
7531 // so our cross products above need to be adjusted for a left handed coordinate system
7532 CrossProduct(forward, left, v);
7533 if(DotProduct(v, up) < 0)
7535 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
7536 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
7537 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
7538 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
7541 // Leaving those out was a mistake, those were in the old code, and they
7542 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7543 // I couldn't reproduce it after adding those normalizations. --blub
7544 VectorNormalize(r_refdef.view.frustum[0].normal);
7545 VectorNormalize(r_refdef.view.frustum[1].normal);
7546 VectorNormalize(r_refdef.view.frustum[2].normal);
7547 VectorNormalize(r_refdef.view.frustum[3].normal);
7549 // make the corners absolute
7550 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
7551 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
7552 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
7553 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
7556 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7558 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7559 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7560 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7561 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7562 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7566 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7567 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7568 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7569 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7570 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7571 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7572 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7573 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7574 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7575 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7577 r_refdef.view.numfrustumplanes = 5;
7579 if (r_refdef.view.useclipplane)
7581 r_refdef.view.numfrustumplanes = 6;
7582 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7585 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7586 PlaneClassify(r_refdef.view.frustum + i);
7588 // LordHavoc: note to all quake engine coders, Quake had a special case
7589 // for 90 degrees which assumed a square view (wrong), so I removed it,
7590 // Quake2 has it disabled as well.
7592 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7593 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7594 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7595 //PlaneClassify(&frustum[0]);
7597 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7598 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7599 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7600 //PlaneClassify(&frustum[1]);
7602 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7603 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7604 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7605 //PlaneClassify(&frustum[2]);
7607 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7608 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7609 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7610 //PlaneClassify(&frustum[3]);
7613 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7614 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7615 //PlaneClassify(&frustum[4]);
7618 void R_View_UpdateWithScissor(const int *myscissor)
7620 R_Main_ResizeViewCache();
7621 R_View_SetFrustum(myscissor);
7622 R_View_WorldVisibility(r_refdef.view.useclipplane);
7623 R_View_UpdateEntityVisible();
7624 R_View_UpdateEntityLighting();
7627 void R_View_Update(void)
7629 R_Main_ResizeViewCache();
7630 R_View_SetFrustum(NULL);
7631 R_View_WorldVisibility(r_refdef.view.useclipplane);
7632 R_View_UpdateEntityVisible();
7633 R_View_UpdateEntityLighting();
7636 void R_SetupView(qboolean allowwaterclippingplane)
7638 const float *customclipplane = NULL;
7640 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7642 // LordHavoc: couldn't figure out how to make this approach the
7643 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7644 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7645 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7646 dist = r_refdef.view.clipplane.dist;
7647 plane[0] = r_refdef.view.clipplane.normal[0];
7648 plane[1] = r_refdef.view.clipplane.normal[1];
7649 plane[2] = r_refdef.view.clipplane.normal[2];
7651 customclipplane = plane;
7654 if (!r_refdef.view.useperspective)
7655 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);
7656 else if (vid.stencil && r_useinfinitefarclip.integer)
7657 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);
7659 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);
7660 R_SetViewport(&r_refdef.view.viewport);
7663 void R_EntityMatrix(const matrix4x4_t *matrix)
7665 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7667 gl_modelmatrixchanged = false;
7668 gl_modelmatrix = *matrix;
7669 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7670 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7671 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7672 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7674 switch(vid.renderpath)
7676 case RENDERPATH_GL20:
7677 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7678 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7679 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7681 case RENDERPATH_CGGL:
7684 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7685 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7686 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7689 case RENDERPATH_GL13:
7690 case RENDERPATH_GL11:
7691 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7697 void R_ResetViewRendering2D(void)
7699 r_viewport_t viewport;
7702 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7703 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);
7704 R_SetViewport(&viewport);
7705 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7706 GL_Color(1, 1, 1, 1);
7707 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7708 GL_BlendFunc(GL_ONE, GL_ZERO);
7709 GL_AlphaTest(false);
7710 GL_ScissorTest(false);
7711 GL_DepthMask(false);
7712 GL_DepthRange(0, 1);
7713 GL_DepthTest(false);
7714 R_EntityMatrix(&identitymatrix);
7715 R_Mesh_ResetTextureState();
7716 GL_PolygonOffset(0, 0);
7717 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7718 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7719 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7720 qglStencilMask(~0);CHECKGLERROR
7721 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7722 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7723 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7726 void R_ResetViewRendering3D(void)
7731 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7732 GL_Color(1, 1, 1, 1);
7733 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7734 GL_BlendFunc(GL_ONE, GL_ZERO);
7735 GL_AlphaTest(false);
7736 GL_ScissorTest(true);
7738 GL_DepthRange(0, 1);
7740 R_EntityMatrix(&identitymatrix);
7741 R_Mesh_ResetTextureState();
7742 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7743 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7744 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7745 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7746 qglStencilMask(~0);CHECKGLERROR
7747 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7748 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7749 GL_CullFace(r_refdef.view.cullface_back);
7754 R_RenderView_UpdateViewVectors
7757 static void R_RenderView_UpdateViewVectors(void)
7759 // break apart the view matrix into vectors for various purposes
7760 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7761 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7762 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7763 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7764 // make an inverted copy of the view matrix for tracking sprites
7765 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7768 void R_RenderScene(void);
7769 void R_RenderWaterPlanes(void);
7771 static void R_Water_StartFrame(void)
7774 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7775 r_waterstate_waterplane_t *p;
7777 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7780 switch(vid.renderpath)
7782 case RENDERPATH_GL20:
7783 case RENDERPATH_CGGL:
7785 case RENDERPATH_GL13:
7786 case RENDERPATH_GL11:
7790 // set waterwidth and waterheight to the water resolution that will be
7791 // used (often less than the screen resolution for faster rendering)
7792 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7793 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7795 // calculate desired texture sizes
7796 // can't use water if the card does not support the texture size
7797 if (!r_water.integer || r_showsurfaces.integer)
7798 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7799 else if (vid.support.arb_texture_non_power_of_two)
7801 texturewidth = waterwidth;
7802 textureheight = waterheight;
7803 camerawidth = waterwidth;
7804 cameraheight = waterheight;
7808 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7809 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7810 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7811 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7814 // allocate textures as needed
7815 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7817 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7818 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7820 if (p->texture_refraction)
7821 R_FreeTexture(p->texture_refraction);
7822 p->texture_refraction = NULL;
7823 if (p->texture_reflection)
7824 R_FreeTexture(p->texture_reflection);
7825 p->texture_reflection = NULL;
7826 if (p->texture_camera)
7827 R_FreeTexture(p->texture_camera);
7828 p->texture_camera = NULL;
7830 memset(&r_waterstate, 0, sizeof(r_waterstate));
7831 r_waterstate.texturewidth = texturewidth;
7832 r_waterstate.textureheight = textureheight;
7833 r_waterstate.camerawidth = camerawidth;
7834 r_waterstate.cameraheight = cameraheight;
7837 if (r_waterstate.texturewidth)
7839 r_waterstate.enabled = true;
7841 // when doing a reduced render (HDR) we want to use a smaller area
7842 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7843 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7845 // set up variables that will be used in shader setup
7846 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7847 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7848 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7849 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7852 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7853 r_waterstate.numwaterplanes = 0;
7856 void R_Water_AddWaterPlane(msurface_t *surface)
7858 int triangleindex, planeindex;
7865 r_waterstate_waterplane_t *p;
7866 texture_t *t = R_GetCurrentTexture(surface->texture);
7867 cam_ent = t->camera_entity;
7868 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7871 // just use the first triangle with a valid normal for any decisions
7872 VectorClear(normal);
7873 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7875 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7876 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7877 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7878 TriangleNormal(vert[0], vert[1], vert[2], normal);
7879 if (VectorLength2(normal) >= 0.001)
7883 VectorCopy(normal, plane.normal);
7884 VectorNormalize(plane.normal);
7885 plane.dist = DotProduct(vert[0], plane.normal);
7886 PlaneClassify(&plane);
7887 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7889 // skip backfaces (except if nocullface is set)
7890 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7892 VectorNegate(plane.normal, plane.normal);
7894 PlaneClassify(&plane);
7898 // find a matching plane if there is one
7899 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7900 if(p->camera_entity == t->camera_entity)
7901 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7903 if (planeindex >= r_waterstate.maxwaterplanes)
7904 return; // nothing we can do, out of planes
7906 // if this triangle does not fit any known plane rendered this frame, add one
7907 if (planeindex >= r_waterstate.numwaterplanes)
7909 // store the new plane
7910 r_waterstate.numwaterplanes++;
7912 // clear materialflags and pvs
7913 p->materialflags = 0;
7914 p->pvsvalid = false;
7915 p->camera_entity = t->camera_entity;
7916 VectorCopy(surface->mins, p->mins);
7917 VectorCopy(surface->maxs, p->maxs);
7922 p->mins[0] = min(p->mins[0], surface->mins[0]);
7923 p->mins[1] = min(p->mins[1], surface->mins[1]);
7924 p->mins[2] = min(p->mins[2], surface->mins[2]);
7925 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
7926 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
7927 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
7929 // merge this surface's materialflags into the waterplane
7930 p->materialflags |= t->currentmaterialflags;
7931 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7933 // merge this surface's PVS into the waterplane
7934 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7935 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7936 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7938 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7944 static void R_Water_ProcessPlanes(void)
7947 r_refdef_view_t originalview;
7948 r_refdef_view_t myview;
7950 r_waterstate_waterplane_t *p;
7953 originalview = r_refdef.view;
7955 // make sure enough textures are allocated
7956 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7958 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7960 if (!p->texture_refraction)
7961 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7962 if (!p->texture_refraction)
7965 else if (p->materialflags & MATERIALFLAG_CAMERA)
7967 if (!p->texture_camera)
7968 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7969 if (!p->texture_camera)
7973 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7975 if (!p->texture_reflection)
7976 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7977 if (!p->texture_reflection)
7983 r_refdef.view = originalview;
7984 r_refdef.view.showdebug = false;
7985 r_refdef.view.width = r_waterstate.waterwidth;
7986 r_refdef.view.height = r_waterstate.waterheight;
7987 r_refdef.view.useclipplane = true;
7988 myview = r_refdef.view;
7989 r_waterstate.renderingscene = true;
7990 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7992 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7994 r_refdef.view = myview;
7995 if(r_water_scissormode.integer)
7998 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7999 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8002 // render reflected scene and copy into texture
8003 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8004 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8005 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8006 r_refdef.view.clipplane = p->plane;
8008 // reverse the cullface settings for this render
8009 r_refdef.view.cullface_front = GL_FRONT;
8010 r_refdef.view.cullface_back = GL_BACK;
8011 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8013 r_refdef.view.usecustompvs = true;
8015 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8017 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8020 R_ResetViewRendering3D();
8021 R_ClearScreen(r_refdef.fogenabled);
8022 if(r_water_scissormode.integer & 2)
8023 R_View_UpdateWithScissor(myscissor);
8026 if(r_water_scissormode.integer & 1)
8027 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8030 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);
8033 // render the normal view scene and copy into texture
8034 // (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)
8035 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8037 r_refdef.view = myview;
8038 if(r_water_scissormode.integer)
8041 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8042 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8045 r_waterstate.renderingrefraction = true;
8047 r_refdef.view.clipplane = p->plane;
8048 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8049 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8051 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8053 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8054 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8055 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8056 R_RenderView_UpdateViewVectors();
8057 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8059 r_refdef.view.usecustompvs = true;
8060 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);
8064 PlaneClassify(&r_refdef.view.clipplane);
8066 R_ResetViewRendering3D();
8067 R_ClearScreen(r_refdef.fogenabled);
8068 if(r_water_scissormode.integer & 2)
8069 R_View_UpdateWithScissor(myscissor);
8072 if(r_water_scissormode.integer & 1)
8073 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8076 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);
8077 r_waterstate.renderingrefraction = false;
8079 else if (p->materialflags & MATERIALFLAG_CAMERA)
8081 r_refdef.view = myview;
8083 r_refdef.view.clipplane = p->plane;
8084 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8085 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8087 r_refdef.view.width = r_waterstate.camerawidth;
8088 r_refdef.view.height = r_waterstate.cameraheight;
8089 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8090 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8092 if(p->camera_entity)
8094 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8095 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8098 // note: all of the view is used for displaying... so
8099 // there is no use in scissoring
8101 // reverse the cullface settings for this render
8102 r_refdef.view.cullface_front = GL_FRONT;
8103 r_refdef.view.cullface_back = GL_BACK;
8104 // also reverse the view matrix
8105 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
8106 R_RenderView_UpdateViewVectors();
8107 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8109 r_refdef.view.usecustompvs = true;
8110 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);
8113 // camera needs no clipplane
8114 r_refdef.view.useclipplane = false;
8116 PlaneClassify(&r_refdef.view.clipplane);
8118 R_ResetViewRendering3D();
8119 R_ClearScreen(r_refdef.fogenabled);
8123 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);
8124 r_waterstate.renderingrefraction = false;
8128 r_waterstate.renderingscene = false;
8129 r_refdef.view = originalview;
8130 R_ResetViewRendering3D();
8131 R_ClearScreen(r_refdef.fogenabled);
8135 r_refdef.view = originalview;
8136 r_waterstate.renderingscene = false;
8137 Cvar_SetValueQuick(&r_water, 0);
8138 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8142 void R_Bloom_StartFrame(void)
8144 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8146 switch(vid.renderpath)
8148 case RENDERPATH_GL20:
8149 case RENDERPATH_CGGL:
8151 case RENDERPATH_GL13:
8152 case RENDERPATH_GL11:
8156 // set bloomwidth and bloomheight to the bloom resolution that will be
8157 // used (often less than the screen resolution for faster rendering)
8158 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8159 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8160 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8161 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8162 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8164 // calculate desired texture sizes
8165 if (vid.support.arb_texture_non_power_of_two)
8167 screentexturewidth = r_refdef.view.width;
8168 screentextureheight = r_refdef.view.height;
8169 bloomtexturewidth = r_bloomstate.bloomwidth;
8170 bloomtextureheight = r_bloomstate.bloomheight;
8174 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8175 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8176 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8177 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8180 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))
8182 Cvar_SetValueQuick(&r_hdr, 0);
8183 Cvar_SetValueQuick(&r_bloom, 0);
8184 Cvar_SetValueQuick(&r_motionblur, 0);
8185 Cvar_SetValueQuick(&r_damageblur, 0);
8188 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)))
8189 screentexturewidth = screentextureheight = 0;
8190 if (!r_hdr.integer && !r_bloom.integer)
8191 bloomtexturewidth = bloomtextureheight = 0;
8193 // allocate textures as needed
8194 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8196 if (r_bloomstate.texture_screen)
8197 R_FreeTexture(r_bloomstate.texture_screen);
8198 r_bloomstate.texture_screen = NULL;
8199 r_bloomstate.screentexturewidth = screentexturewidth;
8200 r_bloomstate.screentextureheight = screentextureheight;
8201 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8202 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8204 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8206 if (r_bloomstate.texture_bloom)
8207 R_FreeTexture(r_bloomstate.texture_bloom);
8208 r_bloomstate.texture_bloom = NULL;
8209 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8210 r_bloomstate.bloomtextureheight = bloomtextureheight;
8211 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8212 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8215 // when doing a reduced render (HDR) we want to use a smaller area
8216 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8217 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8218 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8219 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8220 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8222 // set up a texcoord array for the full resolution screen image
8223 // (we have to keep this around to copy back during final render)
8224 r_bloomstate.screentexcoord2f[0] = 0;
8225 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8226 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8227 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8228 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8229 r_bloomstate.screentexcoord2f[5] = 0;
8230 r_bloomstate.screentexcoord2f[6] = 0;
8231 r_bloomstate.screentexcoord2f[7] = 0;
8233 // set up a texcoord array for the reduced resolution bloom image
8234 // (which will be additive blended over the screen image)
8235 r_bloomstate.bloomtexcoord2f[0] = 0;
8236 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8237 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8238 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8239 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8240 r_bloomstate.bloomtexcoord2f[5] = 0;
8241 r_bloomstate.bloomtexcoord2f[6] = 0;
8242 r_bloomstate.bloomtexcoord2f[7] = 0;
8244 if (r_hdr.integer || r_bloom.integer)
8246 r_bloomstate.enabled = true;
8247 r_bloomstate.hdr = r_hdr.integer != 0;
8250 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);
8253 void R_Bloom_CopyBloomTexture(float colorscale)
8255 r_refdef.stats.bloom++;
8257 // scale down screen texture to the bloom texture size
8259 R_SetViewport(&r_bloomstate.viewport);
8260 GL_BlendFunc(GL_ONE, GL_ZERO);
8261 GL_Color(colorscale, colorscale, colorscale, 1);
8262 // TODO: optimize with multitexture or GLSL
8263 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8264 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8265 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8266 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8268 // we now have a bloom image in the framebuffer
8269 // copy it into the bloom image texture for later processing
8270 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);
8271 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8274 void R_Bloom_CopyHDRTexture(void)
8276 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);
8277 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8280 void R_Bloom_MakeTexture(void)
8283 float xoffset, yoffset, r, brighten;
8285 r_refdef.stats.bloom++;
8287 R_ResetViewRendering2D();
8288 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8289 R_Mesh_ColorPointer(NULL, 0, 0);
8291 // we have a bloom image in the framebuffer
8293 R_SetViewport(&r_bloomstate.viewport);
8295 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8298 r = bound(0, r_bloom_colorexponent.value / x, 1);
8299 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8300 GL_Color(r, r, r, 1);
8301 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8302 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8303 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8304 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8306 // copy the vertically blurred bloom view to a texture
8307 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);
8308 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8311 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8312 brighten = r_bloom_brighten.value;
8314 brighten *= r_hdr_range.value;
8315 brighten = sqrt(brighten);
8317 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8318 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8319 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8321 for (dir = 0;dir < 2;dir++)
8323 // blend on at multiple vertical offsets to achieve a vertical blur
8324 // TODO: do offset blends using GLSL
8325 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8326 GL_BlendFunc(GL_ONE, GL_ZERO);
8327 for (x = -range;x <= range;x++)
8329 if (!dir){xoffset = 0;yoffset = x;}
8330 else {xoffset = x;yoffset = 0;}
8331 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8332 yoffset /= (float)r_bloomstate.bloomtextureheight;
8333 // compute a texcoord array with the specified x and y offset
8334 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8335 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8336 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8337 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8338 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8339 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8340 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8341 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8342 // this r value looks like a 'dot' particle, fading sharply to
8343 // black at the edges
8344 // (probably not realistic but looks good enough)
8345 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8346 //r = brighten/(range*2+1);
8347 r = brighten / (range * 2 + 1);
8349 r *= (1 - x*x/(float)(range*range));
8350 GL_Color(r, r, r, 1);
8351 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8352 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8353 GL_BlendFunc(GL_ONE, GL_ONE);
8356 // copy the vertically blurred bloom view to a texture
8357 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);
8358 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8361 // apply subtract last
8362 // (just like it would be in a GLSL shader)
8363 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8365 GL_BlendFunc(GL_ONE, GL_ZERO);
8366 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8367 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8368 GL_Color(1, 1, 1, 1);
8369 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8370 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8372 GL_BlendFunc(GL_ONE, GL_ONE);
8373 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8374 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8375 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8376 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8377 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8378 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8379 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8381 // copy the darkened bloom view to a texture
8382 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);
8383 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8387 void R_HDR_RenderBloomTexture(void)
8389 int oldwidth, oldheight;
8390 float oldcolorscale;
8392 oldcolorscale = r_refdef.view.colorscale;
8393 oldwidth = r_refdef.view.width;
8394 oldheight = r_refdef.view.height;
8395 r_refdef.view.width = r_bloomstate.bloomwidth;
8396 r_refdef.view.height = r_bloomstate.bloomheight;
8398 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8399 // TODO: add exposure compensation features
8400 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8402 r_refdef.view.showdebug = false;
8403 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8405 R_ResetViewRendering3D();
8407 R_ClearScreen(r_refdef.fogenabled);
8408 if (r_timereport_active)
8409 R_TimeReport("HDRclear");
8412 if (r_timereport_active)
8413 R_TimeReport("visibility");
8415 // only do secondary renders with HDR if r_hdr is 2 or higher
8416 r_waterstate.numwaterplanes = 0;
8417 if (r_waterstate.enabled && r_hdr.integer >= 2)
8418 R_RenderWaterPlanes();
8420 r_refdef.view.showdebug = true;
8422 r_waterstate.numwaterplanes = 0;
8424 R_ResetViewRendering2D();
8426 R_Bloom_CopyHDRTexture();
8427 R_Bloom_MakeTexture();
8429 // restore the view settings
8430 r_refdef.view.width = oldwidth;
8431 r_refdef.view.height = oldheight;
8432 r_refdef.view.colorscale = oldcolorscale;
8434 R_ResetViewRendering3D();
8436 R_ClearScreen(r_refdef.fogenabled);
8437 if (r_timereport_active)
8438 R_TimeReport("viewclear");
8441 static void R_BlendView(void)
8443 unsigned int permutation;
8444 float uservecs[4][4];
8446 switch (vid.renderpath)
8448 case RENDERPATH_GL20:
8449 case RENDERPATH_CGGL:
8451 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8452 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8453 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8454 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8455 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8457 if (r_bloomstate.texture_screen)
8459 // make sure the buffer is available
8460 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8462 R_ResetViewRendering2D();
8463 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8464 R_Mesh_ColorPointer(NULL, 0, 0);
8466 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8468 // declare variables
8470 static float avgspeed;
8472 speed = VectorLength(cl.movement_velocity);
8474 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8475 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8477 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8478 speed = bound(0, speed, 1);
8479 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8481 // calculate values into a standard alpha
8482 cl.motionbluralpha = 1 - exp(-
8484 (r_motionblur.value * speed / 80)
8486 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8489 max(0.0001, cl.time - cl.oldtime) // fps independent
8492 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8493 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8495 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8498 GL_Color(1, 1, 1, cl.motionbluralpha);
8499 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8500 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8501 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8502 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8506 // copy view into the screen texture
8507 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);
8508 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8510 else if (!r_bloomstate.texture_bloom)
8512 // we may still have to do view tint...
8513 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8515 // apply a color tint to the whole view
8516 R_ResetViewRendering2D();
8517 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8518 R_Mesh_ColorPointer(NULL, 0, 0);
8519 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8521 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8522 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8524 break; // no screen processing, no bloom, skip it
8527 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8529 // render simple bloom effect
8530 // copy the screen and shrink it and darken it for the bloom process
8531 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8532 // make the bloom texture
8533 R_Bloom_MakeTexture();
8536 #if _MSC_VER >= 1400
8537 #define sscanf sscanf_s
8539 memset(uservecs, 0, sizeof(uservecs));
8540 if (r_glsl_postprocess_uservec1_enable.integer)
8541 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8542 if (r_glsl_postprocess_uservec2_enable.integer)
8543 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8544 if (r_glsl_postprocess_uservec3_enable.integer)
8545 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8546 if (r_glsl_postprocess_uservec4_enable.integer)
8547 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8549 R_ResetViewRendering2D();
8550 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8551 R_Mesh_ColorPointer(NULL, 0, 0);
8552 GL_Color(1, 1, 1, 1);
8553 GL_BlendFunc(GL_ONE, GL_ZERO);
8554 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8555 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8557 switch(vid.renderpath)
8559 case RENDERPATH_GL20:
8560 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8561 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8562 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8563 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8564 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]);
8565 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8566 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]);
8567 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]);
8568 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]);
8569 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]);
8570 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8571 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8573 case RENDERPATH_CGGL:
8575 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8576 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8577 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8578 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8579 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
8580 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8581 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
8582 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
8583 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
8584 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
8585 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8586 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8592 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8593 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8595 case RENDERPATH_GL13:
8596 case RENDERPATH_GL11:
8597 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8599 // apply a color tint to the whole view
8600 R_ResetViewRendering2D();
8601 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8602 R_Mesh_ColorPointer(NULL, 0, 0);
8603 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8604 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8605 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8606 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8612 matrix4x4_t r_waterscrollmatrix;
8614 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8616 if (r_refdef.fog_density)
8618 r_refdef.fogcolor[0] = r_refdef.fog_red;
8619 r_refdef.fogcolor[1] = r_refdef.fog_green;
8620 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8622 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8623 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8624 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8625 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8629 VectorCopy(r_refdef.fogcolor, fogvec);
8630 // color.rgb *= ContrastBoost * SceneBrightness;
8631 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8632 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8633 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8634 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8639 void R_UpdateVariables(void)
8643 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8645 r_refdef.farclip = r_farclip_base.value;
8646 if (r_refdef.scene.worldmodel)
8647 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8648 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8650 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8651 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8652 r_refdef.polygonfactor = 0;
8653 r_refdef.polygonoffset = 0;
8654 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8655 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8657 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8658 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8659 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8660 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8661 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8662 if (FAKELIGHT_ENABLED)
8664 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8666 if (r_showsurfaces.integer)
8668 r_refdef.scene.rtworld = false;
8669 r_refdef.scene.rtworldshadows = false;
8670 r_refdef.scene.rtdlight = false;
8671 r_refdef.scene.rtdlightshadows = false;
8672 r_refdef.lightmapintensity = 0;
8675 if (gamemode == GAME_NEHAHRA)
8677 if (gl_fogenable.integer)
8679 r_refdef.oldgl_fogenable = true;
8680 r_refdef.fog_density = gl_fogdensity.value;
8681 r_refdef.fog_red = gl_fogred.value;
8682 r_refdef.fog_green = gl_foggreen.value;
8683 r_refdef.fog_blue = gl_fogblue.value;
8684 r_refdef.fog_alpha = 1;
8685 r_refdef.fog_start = 0;
8686 r_refdef.fog_end = gl_skyclip.value;
8687 r_refdef.fog_height = 1<<30;
8688 r_refdef.fog_fadedepth = 128;
8690 else if (r_refdef.oldgl_fogenable)
8692 r_refdef.oldgl_fogenable = false;
8693 r_refdef.fog_density = 0;
8694 r_refdef.fog_red = 0;
8695 r_refdef.fog_green = 0;
8696 r_refdef.fog_blue = 0;
8697 r_refdef.fog_alpha = 0;
8698 r_refdef.fog_start = 0;
8699 r_refdef.fog_end = 0;
8700 r_refdef.fog_height = 1<<30;
8701 r_refdef.fog_fadedepth = 128;
8705 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8706 r_refdef.fog_start = max(0, r_refdef.fog_start);
8707 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8709 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8711 if (r_refdef.fog_density && r_drawfog.integer)
8713 r_refdef.fogenabled = true;
8714 // this is the point where the fog reaches 0.9986 alpha, which we
8715 // consider a good enough cutoff point for the texture
8716 // (0.9986 * 256 == 255.6)
8717 if (r_fog_exp2.integer)
8718 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8720 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8721 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8722 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8723 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8724 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8725 R_BuildFogHeightTexture();
8726 // fog color was already set
8727 // update the fog texture
8728 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)
8729 R_BuildFogTexture();
8730 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8731 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8734 r_refdef.fogenabled = false;
8736 switch(vid.renderpath)
8738 case RENDERPATH_GL20:
8739 case RENDERPATH_CGGL:
8740 if(v_glslgamma.integer && !vid_gammatables_trivial)
8742 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8744 // build GLSL gamma texture
8745 #define RAMPWIDTH 256
8746 unsigned short ramp[RAMPWIDTH * 3];
8747 unsigned char rampbgr[RAMPWIDTH][4];
8750 r_texture_gammaramps_serial = vid_gammatables_serial;
8752 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8753 for(i = 0; i < RAMPWIDTH; ++i)
8755 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8756 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8757 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8760 if (r_texture_gammaramps)
8762 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8766 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8772 // remove GLSL gamma texture
8775 case RENDERPATH_GL13:
8776 case RENDERPATH_GL11:
8781 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8782 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8788 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8789 if( scenetype != r_currentscenetype ) {
8790 // store the old scenetype
8791 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8792 r_currentscenetype = scenetype;
8793 // move in the new scene
8794 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8803 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8805 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8806 if( scenetype == r_currentscenetype ) {
8807 return &r_refdef.scene;
8809 return &r_scenes_store[ scenetype ];
8818 void R_RenderView(void)
8820 if (r_timereport_active)
8821 R_TimeReport("start");
8822 r_textureframe++; // used only by R_GetCurrentTexture
8823 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8825 if(R_CompileShader_CheckStaticParms())
8828 if (!r_drawentities.integer)
8829 r_refdef.scene.numentities = 0;
8831 R_AnimCache_ClearCache();
8832 R_FrameData_NewFrame();
8834 if (r_refdef.view.isoverlay)
8836 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8837 GL_Clear( GL_DEPTH_BUFFER_BIT );
8838 R_TimeReport("depthclear");
8840 r_refdef.view.showdebug = false;
8842 r_waterstate.enabled = false;
8843 r_waterstate.numwaterplanes = 0;
8851 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8852 return; //Host_Error ("R_RenderView: NULL worldmodel");
8854 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8856 R_RenderView_UpdateViewVectors();
8858 R_Shadow_UpdateWorldLightSelection();
8860 R_Bloom_StartFrame();
8861 R_Water_StartFrame();
8864 if (r_timereport_active)
8865 R_TimeReport("viewsetup");
8867 R_ResetViewRendering3D();
8869 if (r_refdef.view.clear || r_refdef.fogenabled)
8871 R_ClearScreen(r_refdef.fogenabled);
8872 if (r_timereport_active)
8873 R_TimeReport("viewclear");
8875 r_refdef.view.clear = true;
8877 // this produces a bloom texture to be used in R_BlendView() later
8878 if (r_hdr.integer && r_bloomstate.bloomwidth)
8880 R_HDR_RenderBloomTexture();
8881 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8882 r_textureframe++; // used only by R_GetCurrentTexture
8885 r_refdef.view.showdebug = true;
8888 if (r_timereport_active)
8889 R_TimeReport("visibility");
8891 r_waterstate.numwaterplanes = 0;
8892 if (r_waterstate.enabled)
8893 R_RenderWaterPlanes();
8896 r_waterstate.numwaterplanes = 0;
8899 if (r_timereport_active)
8900 R_TimeReport("blendview");
8902 GL_Scissor(0, 0, vid.width, vid.height);
8903 GL_ScissorTest(false);
8908 void R_RenderWaterPlanes(void)
8910 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8912 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8913 if (r_timereport_active)
8914 R_TimeReport("waterworld");
8917 // don't let sound skip if going slow
8918 if (r_refdef.scene.extraupdate)
8921 R_DrawModelsAddWaterPlanes();
8922 if (r_timereport_active)
8923 R_TimeReport("watermodels");
8925 if (r_waterstate.numwaterplanes)
8927 R_Water_ProcessPlanes();
8928 if (r_timereport_active)
8929 R_TimeReport("waterscenes");
8933 extern void R_DrawLightningBeams (void);
8934 extern void VM_CL_AddPolygonsToMeshQueue (void);
8935 extern void R_DrawPortals (void);
8936 extern cvar_t cl_locs_show;
8937 static void R_DrawLocs(void);
8938 static void R_DrawEntityBBoxes(void);
8939 static void R_DrawModelDecals(void);
8940 extern void R_DrawModelShadows(void);
8941 extern void R_DrawModelShadowMaps(void);
8942 extern cvar_t cl_decals_newsystem;
8943 extern qboolean r_shadow_usingdeferredprepass;
8944 void R_RenderScene(void)
8946 qboolean shadowmapping = false;
8948 if (r_timereport_active)
8949 R_TimeReport("beginscene");
8951 r_refdef.stats.renders++;
8955 // don't let sound skip if going slow
8956 if (r_refdef.scene.extraupdate)
8959 R_MeshQueue_BeginScene();
8963 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);
8965 if (r_timereport_active)
8966 R_TimeReport("skystartframe");
8968 if (cl.csqc_vidvars.drawworld)
8970 // don't let sound skip if going slow
8971 if (r_refdef.scene.extraupdate)
8974 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8976 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8977 if (r_timereport_active)
8978 R_TimeReport("worldsky");
8981 if (R_DrawBrushModelsSky() && r_timereport_active)
8982 R_TimeReport("bmodelsky");
8984 if (skyrendermasked && skyrenderlater)
8986 // we have to force off the water clipping plane while rendering sky
8990 if (r_timereport_active)
8991 R_TimeReport("sky");
8995 R_AnimCache_CacheVisibleEntities();
8996 if (r_timereport_active)
8997 R_TimeReport("animation");
8999 R_Shadow_PrepareLights();
9000 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9001 R_Shadow_PrepareModelShadows();
9002 if (r_timereport_active)
9003 R_TimeReport("preparelights");
9005 if (R_Shadow_ShadowMappingEnabled())
9006 shadowmapping = true;
9008 if (r_shadow_usingdeferredprepass)
9009 R_Shadow_DrawPrepass();
9011 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9013 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9014 if (r_timereport_active)
9015 R_TimeReport("worlddepth");
9017 if (r_depthfirst.integer >= 2)
9019 R_DrawModelsDepth();
9020 if (r_timereport_active)
9021 R_TimeReport("modeldepth");
9024 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9026 R_DrawModelShadowMaps();
9027 R_ResetViewRendering3D();
9028 // don't let sound skip if going slow
9029 if (r_refdef.scene.extraupdate)
9033 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9035 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9036 if (r_timereport_active)
9037 R_TimeReport("world");
9040 // don't let sound skip if going slow
9041 if (r_refdef.scene.extraupdate)
9045 if (r_timereport_active)
9046 R_TimeReport("models");
9048 // don't let sound skip if going slow
9049 if (r_refdef.scene.extraupdate)
9052 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9054 R_DrawModelShadows();
9055 R_ResetViewRendering3D();
9056 // don't let sound skip if going slow
9057 if (r_refdef.scene.extraupdate)
9061 if (!r_shadow_usingdeferredprepass)
9063 R_Shadow_DrawLights();
9064 if (r_timereport_active)
9065 R_TimeReport("rtlights");
9068 // don't let sound skip if going slow
9069 if (r_refdef.scene.extraupdate)
9072 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9074 R_DrawModelShadows();
9075 R_ResetViewRendering3D();
9076 // don't let sound skip if going slow
9077 if (r_refdef.scene.extraupdate)
9081 if (cl.csqc_vidvars.drawworld)
9083 if (cl_decals_newsystem.integer)
9085 R_DrawModelDecals();
9086 if (r_timereport_active)
9087 R_TimeReport("modeldecals");
9092 if (r_timereport_active)
9093 R_TimeReport("decals");
9097 if (r_timereport_active)
9098 R_TimeReport("particles");
9101 if (r_timereport_active)
9102 R_TimeReport("explosions");
9104 R_DrawLightningBeams();
9105 if (r_timereport_active)
9106 R_TimeReport("lightning");
9109 VM_CL_AddPolygonsToMeshQueue();
9111 if (r_refdef.view.showdebug)
9113 if (cl_locs_show.integer)
9116 if (r_timereport_active)
9117 R_TimeReport("showlocs");
9120 if (r_drawportals.integer)
9123 if (r_timereport_active)
9124 R_TimeReport("portals");
9127 if (r_showbboxes.value > 0)
9129 R_DrawEntityBBoxes();
9130 if (r_timereport_active)
9131 R_TimeReport("bboxes");
9135 R_MeshQueue_RenderTransparent();
9136 if (r_timereport_active)
9137 R_TimeReport("drawtrans");
9139 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))
9141 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9142 if (r_timereport_active)
9143 R_TimeReport("worlddebug");
9144 R_DrawModelsDebug();
9145 if (r_timereport_active)
9146 R_TimeReport("modeldebug");
9149 if (cl.csqc_vidvars.drawworld)
9151 R_Shadow_DrawCoronas();
9152 if (r_timereport_active)
9153 R_TimeReport("coronas");
9158 GL_DepthTest(false);
9159 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9160 GL_Color(1, 1, 1, 1);
9161 qglBegin(GL_POLYGON);
9162 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9163 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9164 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9165 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9167 qglBegin(GL_POLYGON);
9168 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9169 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9170 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9171 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9173 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9177 // don't let sound skip if going slow
9178 if (r_refdef.scene.extraupdate)
9181 R_ResetViewRendering2D();
9184 static const unsigned short bboxelements[36] =
9194 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9197 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9199 RSurf_ActiveWorldEntity();
9201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9202 GL_DepthMask(false);
9203 GL_DepthRange(0, 1);
9204 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9205 R_Mesh_ResetTextureState();
9207 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9208 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9209 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9210 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9211 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9212 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9213 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9214 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9215 R_FillColors(color4f, 8, cr, cg, cb, ca);
9216 if (r_refdef.fogenabled)
9218 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9220 f1 = RSurf_FogVertex(v);
9222 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9223 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9224 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9227 R_Mesh_VertexPointer(vertex3f, 0, 0);
9228 R_Mesh_ColorPointer(color4f, 0, 0);
9229 R_Mesh_ResetTextureState();
9230 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9231 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9234 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9238 prvm_edict_t *edict;
9239 prvm_prog_t *prog_save = prog;
9241 // this function draws bounding boxes of server entities
9245 GL_CullFace(GL_NONE);
9246 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9250 for (i = 0;i < numsurfaces;i++)
9252 edict = PRVM_EDICT_NUM(surfacelist[i]);
9253 switch ((int)edict->fields.server->solid)
9255 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9256 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9257 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9258 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9259 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9260 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9262 color[3] *= r_showbboxes.value;
9263 color[3] = bound(0, color[3], 1);
9264 GL_DepthTest(!r_showdisabledepthtest.integer);
9265 GL_CullFace(r_refdef.view.cullface_front);
9266 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9272 static void R_DrawEntityBBoxes(void)
9275 prvm_edict_t *edict;
9277 prvm_prog_t *prog_save = prog;
9279 // this function draws bounding boxes of server entities
9285 for (i = 0;i < prog->num_edicts;i++)
9287 edict = PRVM_EDICT_NUM(i);
9288 if (edict->priv.server->free)
9290 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9291 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9293 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9295 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9296 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9302 static const int nomodelelement3i[24] =
9314 static const unsigned short nomodelelement3s[24] =
9326 static const float nomodelvertex3f[6*3] =
9336 static const float nomodelcolor4f[6*4] =
9338 0.0f, 0.0f, 0.5f, 1.0f,
9339 0.0f, 0.0f, 0.5f, 1.0f,
9340 0.0f, 0.5f, 0.0f, 1.0f,
9341 0.0f, 0.5f, 0.0f, 1.0f,
9342 0.5f, 0.0f, 0.0f, 1.0f,
9343 0.5f, 0.0f, 0.0f, 1.0f
9346 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9352 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);
9354 // this is only called once per entity so numsurfaces is always 1, and
9355 // surfacelist is always {0}, so this code does not handle batches
9357 if (rsurface.ent_flags & RENDER_ADDITIVE)
9359 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9360 GL_DepthMask(false);
9362 else if (rsurface.colormod[3] < 1)
9364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9365 GL_DepthMask(false);
9369 GL_BlendFunc(GL_ONE, GL_ZERO);
9372 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9373 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9374 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9375 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9376 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9377 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9378 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9379 R_Mesh_ColorPointer(color4f, 0, 0);
9380 for (i = 0, c = color4f;i < 6;i++, c += 4)
9382 c[0] *= rsurface.colormod[0];
9383 c[1] *= rsurface.colormod[1];
9384 c[2] *= rsurface.colormod[2];
9385 c[3] *= rsurface.colormod[3];
9387 if (r_refdef.fogenabled)
9389 for (i = 0, c = color4f;i < 6;i++, c += 4)
9391 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9393 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9394 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9395 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9398 R_Mesh_ResetTextureState();
9399 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9402 void R_DrawNoModel(entity_render_t *ent)
9405 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9406 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9407 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9409 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9412 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9414 vec3_t right1, right2, diff, normal;
9416 VectorSubtract (org2, org1, normal);
9418 // calculate 'right' vector for start
9419 VectorSubtract (r_refdef.view.origin, org1, diff);
9420 CrossProduct (normal, diff, right1);
9421 VectorNormalize (right1);
9423 // calculate 'right' vector for end
9424 VectorSubtract (r_refdef.view.origin, org2, diff);
9425 CrossProduct (normal, diff, right2);
9426 VectorNormalize (right2);
9428 vert[ 0] = org1[0] + width * right1[0];
9429 vert[ 1] = org1[1] + width * right1[1];
9430 vert[ 2] = org1[2] + width * right1[2];
9431 vert[ 3] = org1[0] - width * right1[0];
9432 vert[ 4] = org1[1] - width * right1[1];
9433 vert[ 5] = org1[2] - width * right1[2];
9434 vert[ 6] = org2[0] - width * right2[0];
9435 vert[ 7] = org2[1] - width * right2[1];
9436 vert[ 8] = org2[2] - width * right2[2];
9437 vert[ 9] = org2[0] + width * right2[0];
9438 vert[10] = org2[1] + width * right2[1];
9439 vert[11] = org2[2] + width * right2[2];
9442 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)
9444 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9445 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9446 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9447 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9448 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9449 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9450 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9451 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9452 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9453 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9454 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9455 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9458 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9463 VectorSet(v, x, y, z);
9464 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9465 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9467 if (i == mesh->numvertices)
9469 if (mesh->numvertices < mesh->maxvertices)
9471 VectorCopy(v, vertex3f);
9472 mesh->numvertices++;
9474 return mesh->numvertices;
9480 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9484 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9485 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9486 e = mesh->element3i + mesh->numtriangles * 3;
9487 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9489 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9490 if (mesh->numtriangles < mesh->maxtriangles)
9495 mesh->numtriangles++;
9497 element[1] = element[2];
9501 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9505 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9506 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9507 e = mesh->element3i + mesh->numtriangles * 3;
9508 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9510 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9511 if (mesh->numtriangles < mesh->maxtriangles)
9516 mesh->numtriangles++;
9518 element[1] = element[2];
9522 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9523 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9525 int planenum, planenum2;
9528 mplane_t *plane, *plane2;
9530 double temppoints[2][256*3];
9531 // figure out how large a bounding box we need to properly compute this brush
9533 for (w = 0;w < numplanes;w++)
9534 maxdist = max(maxdist, fabs(planes[w].dist));
9535 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9536 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9537 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9541 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9542 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9544 if (planenum2 == planenum)
9546 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);
9549 if (tempnumpoints < 3)
9551 // generate elements forming a triangle fan for this polygon
9552 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9556 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)
9558 texturelayer_t *layer;
9559 layer = t->currentlayers + t->currentnumlayers++;
9561 layer->depthmask = depthmask;
9562 layer->blendfunc1 = blendfunc1;
9563 layer->blendfunc2 = blendfunc2;
9564 layer->texture = texture;
9565 layer->texmatrix = *matrix;
9566 layer->color[0] = r;
9567 layer->color[1] = g;
9568 layer->color[2] = b;
9569 layer->color[3] = a;
9572 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9574 if(parms[0] == 0 && parms[1] == 0)
9576 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9577 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9582 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9585 index = parms[2] + r_refdef.scene.time * parms[3];
9586 index -= floor(index);
9587 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9590 case Q3WAVEFUNC_NONE:
9591 case Q3WAVEFUNC_NOISE:
9592 case Q3WAVEFUNC_COUNT:
9595 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9596 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9597 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9598 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9599 case Q3WAVEFUNC_TRIANGLE:
9601 f = index - floor(index);
9612 f = parms[0] + parms[1] * f;
9613 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9614 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9618 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9623 matrix4x4_t matrix, temp;
9624 switch(tcmod->tcmod)
9628 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9629 matrix = r_waterscrollmatrix;
9631 matrix = identitymatrix;
9633 case Q3TCMOD_ENTITYTRANSLATE:
9634 // this is used in Q3 to allow the gamecode to control texcoord
9635 // scrolling on the entity, which is not supported in darkplaces yet.
9636 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9638 case Q3TCMOD_ROTATE:
9639 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9640 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9641 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9644 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9646 case Q3TCMOD_SCROLL:
9647 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9649 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9650 w = (int) tcmod->parms[0];
9651 h = (int) tcmod->parms[1];
9652 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9654 idx = (int) floor(f * w * h);
9655 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9657 case Q3TCMOD_STRETCH:
9658 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9659 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9661 case Q3TCMOD_TRANSFORM:
9662 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9663 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9664 VectorSet(tcmat + 6, 0 , 0 , 1);
9665 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9666 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9668 case Q3TCMOD_TURBULENT:
9669 // this is handled in the RSurf_PrepareVertices function
9670 matrix = identitymatrix;
9674 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9677 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9679 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9680 char name[MAX_QPATH];
9681 skinframe_t *skinframe;
9682 unsigned char pixels[296*194];
9683 strlcpy(cache->name, skinname, sizeof(cache->name));
9684 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9685 if (developer_loading.integer)
9686 Con_Printf("loading %s\n", name);
9687 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9688 if (!skinframe || !skinframe->base)
9691 fs_offset_t filesize;
9693 f = FS_LoadFile(name, tempmempool, true, &filesize);
9696 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9697 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9701 cache->skinframe = skinframe;
9704 texture_t *R_GetCurrentTexture(texture_t *t)
9707 const entity_render_t *ent = rsurface.entity;
9708 dp_model_t *model = ent->model;
9709 q3shaderinfo_layer_tcmod_t *tcmod;
9711 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9712 return t->currentframe;
9713 t->update_lastrenderframe = r_textureframe;
9714 t->update_lastrenderentity = (void *)ent;
9716 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9717 t->camera_entity = ent->entitynumber;
9719 t->camera_entity = 0;
9721 // switch to an alternate material if this is a q1bsp animated material
9723 texture_t *texture = t;
9724 int s = rsurface.ent_skinnum;
9725 if ((unsigned int)s >= (unsigned int)model->numskins)
9727 if (model->skinscenes)
9729 if (model->skinscenes[s].framecount > 1)
9730 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9732 s = model->skinscenes[s].firstframe;
9735 t = t + s * model->num_surfaces;
9738 // use an alternate animation if the entity's frame is not 0,
9739 // and only if the texture has an alternate animation
9740 if (rsurface.ent_alttextures && t->anim_total[1])
9741 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9743 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9745 texture->currentframe = t;
9748 // update currentskinframe to be a qw skin or animation frame
9749 if (rsurface.ent_qwskin >= 0)
9751 i = rsurface.ent_qwskin;
9752 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9754 r_qwskincache_size = cl.maxclients;
9756 Mem_Free(r_qwskincache);
9757 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9759 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9760 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9761 t->currentskinframe = r_qwskincache[i].skinframe;
9762 if (t->currentskinframe == NULL)
9763 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9765 else if (t->numskinframes >= 2)
9766 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9767 if (t->backgroundnumskinframes >= 2)
9768 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9770 t->currentmaterialflags = t->basematerialflags;
9771 t->currentalpha = rsurface.colormod[3];
9772 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9773 t->currentalpha *= r_wateralpha.value;
9774 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9775 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9776 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9777 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9778 if (!(rsurface.ent_flags & RENDER_LIGHT))
9779 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9780 else if (FAKELIGHT_ENABLED)
9782 // no modellight if using fakelight for the map
9784 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9786 // pick a model lighting mode
9787 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9788 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9790 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9792 if (rsurface.ent_flags & RENDER_ADDITIVE)
9793 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9794 else if (t->currentalpha < 1)
9795 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9796 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9797 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9798 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9799 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9800 if (t->backgroundnumskinframes)
9801 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9802 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9804 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9805 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9808 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9809 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9810 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9812 // there is no tcmod
9813 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9815 t->currenttexmatrix = r_waterscrollmatrix;
9816 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9818 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9820 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9821 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9824 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9825 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9826 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9827 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9829 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9830 if (t->currentskinframe->qpixels)
9831 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9832 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9833 if (!t->basetexture)
9834 t->basetexture = r_texture_notexture;
9835 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9836 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9837 t->nmaptexture = t->currentskinframe->nmap;
9838 if (!t->nmaptexture)
9839 t->nmaptexture = r_texture_blanknormalmap;
9840 t->glosstexture = r_texture_black;
9841 t->glowtexture = t->currentskinframe->glow;
9842 t->fogtexture = t->currentskinframe->fog;
9843 t->reflectmasktexture = t->currentskinframe->reflect;
9844 if (t->backgroundnumskinframes)
9846 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9847 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9848 t->backgroundglosstexture = r_texture_black;
9849 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9850 if (!t->backgroundnmaptexture)
9851 t->backgroundnmaptexture = r_texture_blanknormalmap;
9855 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9856 t->backgroundnmaptexture = r_texture_blanknormalmap;
9857 t->backgroundglosstexture = r_texture_black;
9858 t->backgroundglowtexture = NULL;
9860 t->specularpower = r_shadow_glossexponent.value;
9861 // TODO: store reference values for these in the texture?
9862 t->specularscale = 0;
9863 if (r_shadow_gloss.integer > 0)
9865 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9867 if (r_shadow_glossintensity.value > 0)
9869 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9870 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9871 t->specularscale = r_shadow_glossintensity.value;
9874 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9876 t->glosstexture = r_texture_white;
9877 t->backgroundglosstexture = r_texture_white;
9878 t->specularscale = r_shadow_gloss2intensity.value;
9879 t->specularpower = r_shadow_gloss2exponent.value;
9882 t->specularscale *= t->specularscalemod;
9883 t->specularpower *= t->specularpowermod;
9885 // lightmaps mode looks bad with dlights using actual texturing, so turn
9886 // off the colormap and glossmap, but leave the normalmap on as it still
9887 // accurately represents the shading involved
9888 if (gl_lightmaps.integer)
9890 t->basetexture = r_texture_grey128;
9891 t->pantstexture = r_texture_black;
9892 t->shirttexture = r_texture_black;
9893 t->nmaptexture = r_texture_blanknormalmap;
9894 t->glosstexture = r_texture_black;
9895 t->glowtexture = NULL;
9896 t->fogtexture = NULL;
9897 t->reflectmasktexture = NULL;
9898 t->backgroundbasetexture = NULL;
9899 t->backgroundnmaptexture = r_texture_blanknormalmap;
9900 t->backgroundglosstexture = r_texture_black;
9901 t->backgroundglowtexture = NULL;
9902 t->specularscale = 0;
9903 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9906 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9907 VectorClear(t->dlightcolor);
9908 t->currentnumlayers = 0;
9909 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9911 int blendfunc1, blendfunc2;
9913 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9915 blendfunc1 = GL_SRC_ALPHA;
9916 blendfunc2 = GL_ONE;
9918 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9920 blendfunc1 = GL_SRC_ALPHA;
9921 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9923 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9925 blendfunc1 = t->customblendfunc[0];
9926 blendfunc2 = t->customblendfunc[1];
9930 blendfunc1 = GL_ONE;
9931 blendfunc2 = GL_ZERO;
9933 // don't colormod evilblend textures
9934 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9935 VectorSet(t->lightmapcolor, 1, 1, 1);
9936 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9937 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9939 // fullbright is not affected by r_refdef.lightmapintensity
9940 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]);
9941 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9942 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]);
9943 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9944 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]);
9948 vec3_t ambientcolor;
9950 // set the color tint used for lights affecting this surface
9951 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9953 // q3bsp has no lightmap updates, so the lightstylevalue that
9954 // would normally be baked into the lightmap must be
9955 // applied to the color
9956 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9957 if (model->type == mod_brushq3)
9958 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9959 colorscale *= r_refdef.lightmapintensity;
9960 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9961 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9962 // basic lit geometry
9963 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]);
9964 // add pants/shirt if needed
9965 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9966 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]);
9967 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9968 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]);
9969 // now add ambient passes if needed
9970 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9972 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]);
9973 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9974 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]);
9975 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9976 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]);
9979 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9980 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]);
9981 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9983 // if this is opaque use alpha blend which will darken the earlier
9986 // if this is an alpha blended material, all the earlier passes
9987 // were darkened by fog already, so we only need to add the fog
9988 // color ontop through the fog mask texture
9990 // if this is an additive blended material, all the earlier passes
9991 // were darkened by fog already, and we should not add fog color
9992 // (because the background was not darkened, there is no fog color
9993 // that was lost behind it).
9994 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]);
9998 return t->currentframe;
10001 rsurfacestate_t rsurface;
10003 void R_Mesh_ResizeArrays(int newvertices)
10006 if (rsurface.array_size >= newvertices)
10008 if (rsurface.array_modelvertex3f)
10009 Mem_Free(rsurface.array_modelvertex3f);
10010 rsurface.array_size = (newvertices + 1023) & ~1023;
10011 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
10012 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
10013 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
10014 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
10015 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
10016 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
10017 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
10018 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
10019 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
10020 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
10021 rsurface.array_color4f = base + rsurface.array_size * 27;
10022 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
10025 void RSurf_ActiveWorldEntity(void)
10027 dp_model_t *model = r_refdef.scene.worldmodel;
10028 //if (rsurface.entity == r_refdef.scene.worldentity)
10030 rsurface.entity = r_refdef.scene.worldentity;
10031 rsurface.skeleton = NULL;
10032 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10033 rsurface.ent_skinnum = 0;
10034 rsurface.ent_qwskin = -1;
10035 rsurface.ent_shadertime = 0;
10036 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10037 if (rsurface.array_size < model->surfmesh.num_vertices)
10038 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10039 rsurface.matrix = identitymatrix;
10040 rsurface.inversematrix = identitymatrix;
10041 rsurface.matrixscale = 1;
10042 rsurface.inversematrixscale = 1;
10043 R_EntityMatrix(&identitymatrix);
10044 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10045 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10046 rsurface.fograngerecip = r_refdef.fograngerecip;
10047 rsurface.fogheightfade = r_refdef.fogheightfade;
10048 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10049 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10050 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10051 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10052 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10053 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10054 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10055 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10056 rsurface.colormod[3] = 1;
10057 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);
10058 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10059 rsurface.frameblend[0].lerp = 1;
10060 rsurface.ent_alttextures = false;
10061 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10062 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10063 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10064 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10065 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10066 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10067 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10068 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10069 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10070 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10071 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10072 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10073 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10074 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10075 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10076 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10077 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10078 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10079 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10080 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10081 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10082 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10083 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10084 rsurface.modelelement3i = model->surfmesh.data_element3i;
10085 rsurface.modelelement3s = model->surfmesh.data_element3s;
10086 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10087 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10088 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10089 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10090 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10091 rsurface.modelsurfaces = model->data_surfaces;
10092 rsurface.generatedvertex = false;
10093 rsurface.vertex3f = rsurface.modelvertex3f;
10094 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10095 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10096 rsurface.svector3f = rsurface.modelsvector3f;
10097 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10098 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10099 rsurface.tvector3f = rsurface.modeltvector3f;
10100 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10101 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10102 rsurface.normal3f = rsurface.modelnormal3f;
10103 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10104 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10105 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10108 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10110 dp_model_t *model = ent->model;
10111 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10113 rsurface.entity = (entity_render_t *)ent;
10114 rsurface.skeleton = ent->skeleton;
10115 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10116 rsurface.ent_skinnum = ent->skinnum;
10117 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;
10118 rsurface.ent_shadertime = ent->shadertime;
10119 rsurface.ent_flags = ent->flags;
10120 if (rsurface.array_size < model->surfmesh.num_vertices)
10121 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10122 rsurface.matrix = ent->matrix;
10123 rsurface.inversematrix = ent->inversematrix;
10124 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10125 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10126 R_EntityMatrix(&rsurface.matrix);
10127 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10128 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10129 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10130 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10131 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10132 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10133 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10134 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10135 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10136 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10137 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10138 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10139 rsurface.colormod[3] = ent->alpha;
10140 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10141 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10142 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10143 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10144 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10145 if (ent->model->brush.submodel && !prepass)
10147 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10148 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10150 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10152 if (ent->animcache_vertex3f && !r_framedata_failed)
10154 rsurface.modelvertex3f = ent->animcache_vertex3f;
10155 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10156 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10157 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10159 else if (wanttangents)
10161 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10162 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10163 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10164 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10165 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10167 else if (wantnormals)
10169 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10170 rsurface.modelsvector3f = NULL;
10171 rsurface.modeltvector3f = NULL;
10172 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10173 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10177 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10178 rsurface.modelsvector3f = NULL;
10179 rsurface.modeltvector3f = NULL;
10180 rsurface.modelnormal3f = NULL;
10181 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10183 rsurface.modelvertex3f_bufferobject = 0;
10184 rsurface.modelvertex3f_bufferoffset = 0;
10185 rsurface.modelsvector3f_bufferobject = 0;
10186 rsurface.modelsvector3f_bufferoffset = 0;
10187 rsurface.modeltvector3f_bufferobject = 0;
10188 rsurface.modeltvector3f_bufferoffset = 0;
10189 rsurface.modelnormal3f_bufferobject = 0;
10190 rsurface.modelnormal3f_bufferoffset = 0;
10191 rsurface.generatedvertex = true;
10195 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10196 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10197 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10198 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10199 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10200 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10201 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10202 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10203 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10204 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10205 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10206 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10207 rsurface.generatedvertex = false;
10209 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10210 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10211 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10212 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10213 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10214 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10215 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10216 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10217 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10218 rsurface.modelelement3i = model->surfmesh.data_element3i;
10219 rsurface.modelelement3s = model->surfmesh.data_element3s;
10220 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10221 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10222 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10223 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10224 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10225 rsurface.modelsurfaces = model->data_surfaces;
10226 rsurface.vertex3f = rsurface.modelvertex3f;
10227 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10228 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10229 rsurface.svector3f = rsurface.modelsvector3f;
10230 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10231 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10232 rsurface.tvector3f = rsurface.modeltvector3f;
10233 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10234 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10235 rsurface.normal3f = rsurface.modelnormal3f;
10236 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10237 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10238 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10241 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)
10243 rsurface.entity = r_refdef.scene.worldentity;
10244 rsurface.skeleton = NULL;
10245 rsurface.ent_skinnum = 0;
10246 rsurface.ent_qwskin = -1;
10247 rsurface.ent_shadertime = shadertime;
10248 rsurface.ent_flags = entflags;
10249 rsurface.modelnum_vertices = numvertices;
10250 rsurface.modelnum_triangles = numtriangles;
10251 if (rsurface.array_size < rsurface.modelnum_vertices)
10252 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10253 rsurface.matrix = *matrix;
10254 rsurface.inversematrix = *inversematrix;
10255 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10256 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10257 R_EntityMatrix(&rsurface.matrix);
10258 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10259 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10260 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10261 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10262 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10263 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10264 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10265 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10266 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10267 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10268 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10269 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10270 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);
10271 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10272 rsurface.frameblend[0].lerp = 1;
10273 rsurface.ent_alttextures = false;
10274 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10275 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10278 rsurface.modelvertex3f = vertex3f;
10279 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10280 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10281 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10283 else if (wantnormals)
10285 rsurface.modelvertex3f = vertex3f;
10286 rsurface.modelsvector3f = NULL;
10287 rsurface.modeltvector3f = NULL;
10288 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10292 rsurface.modelvertex3f = vertex3f;
10293 rsurface.modelsvector3f = NULL;
10294 rsurface.modeltvector3f = NULL;
10295 rsurface.modelnormal3f = NULL;
10297 rsurface.modelvertex3f_bufferobject = 0;
10298 rsurface.modelvertex3f_bufferoffset = 0;
10299 rsurface.modelsvector3f_bufferobject = 0;
10300 rsurface.modelsvector3f_bufferoffset = 0;
10301 rsurface.modeltvector3f_bufferobject = 0;
10302 rsurface.modeltvector3f_bufferoffset = 0;
10303 rsurface.modelnormal3f_bufferobject = 0;
10304 rsurface.modelnormal3f_bufferoffset = 0;
10305 rsurface.generatedvertex = true;
10306 rsurface.modellightmapcolor4f = color4f;
10307 rsurface.modellightmapcolor4f_bufferobject = 0;
10308 rsurface.modellightmapcolor4f_bufferoffset = 0;
10309 rsurface.modeltexcoordtexture2f = texcoord2f;
10310 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10311 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10312 rsurface.modeltexcoordlightmap2f = NULL;
10313 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10314 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10315 rsurface.modelelement3i = element3i;
10316 rsurface.modelelement3s = element3s;
10317 rsurface.modelelement3i_bufferobject = 0;
10318 rsurface.modelelement3s_bufferobject = 0;
10319 rsurface.modellightmapoffsets = NULL;
10320 rsurface.modelsurfaces = NULL;
10321 rsurface.vertex3f = rsurface.modelvertex3f;
10322 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10323 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10324 rsurface.svector3f = rsurface.modelsvector3f;
10325 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10326 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10327 rsurface.tvector3f = rsurface.modeltvector3f;
10328 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10329 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10330 rsurface.normal3f = rsurface.modelnormal3f;
10331 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10332 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10333 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10335 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10337 if ((wantnormals || wanttangents) && !normal3f)
10338 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10339 if (wanttangents && !svector3f)
10340 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10344 float RSurf_FogPoint(const float *v)
10346 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10347 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10348 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10349 float FogHeightFade = r_refdef.fogheightfade;
10351 unsigned int fogmasktableindex;
10352 if (r_refdef.fogplaneviewabove)
10353 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10355 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10356 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10357 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10360 float RSurf_FogVertex(const float *v)
10362 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10363 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10364 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10365 float FogHeightFade = rsurface.fogheightfade;
10367 unsigned int fogmasktableindex;
10368 if (r_refdef.fogplaneviewabove)
10369 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10371 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10372 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10373 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10376 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10377 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10380 int texturesurfaceindex;
10385 const float *v1, *in_tc;
10387 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10388 float waveparms[4];
10389 q3shaderinfo_deform_t *deform;
10390 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
10391 if (rsurface.generatedvertex)
10393 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10394 generatenormals = true;
10395 for (i = 0;i < Q3MAXDEFORMS;i++)
10397 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10399 generatetangents = true;
10400 generatenormals = true;
10402 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10403 generatenormals = true;
10405 if (generatenormals && !rsurface.modelnormal3f)
10407 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10408 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10409 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10410 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10412 if (generatetangents && !rsurface.modelsvector3f)
10414 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10415 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10416 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10417 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10418 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10419 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10420 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10423 rsurface.vertex3f = rsurface.modelvertex3f;
10424 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10425 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10426 rsurface.svector3f = rsurface.modelsvector3f;
10427 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10428 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10429 rsurface.tvector3f = rsurface.modeltvector3f;
10430 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10431 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10432 rsurface.normal3f = rsurface.modelnormal3f;
10433 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10434 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10435 // if vertices are deformed (sprite flares and things in maps, possibly
10436 // water waves, bulges and other deformations), generate them into
10437 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10438 // (may be static model data or generated data for an animated model, or
10439 // the previous deform pass)
10440 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10442 switch (deform->deform)
10445 case Q3DEFORM_PROJECTIONSHADOW:
10446 case Q3DEFORM_TEXT0:
10447 case Q3DEFORM_TEXT1:
10448 case Q3DEFORM_TEXT2:
10449 case Q3DEFORM_TEXT3:
10450 case Q3DEFORM_TEXT4:
10451 case Q3DEFORM_TEXT5:
10452 case Q3DEFORM_TEXT6:
10453 case Q3DEFORM_TEXT7:
10454 case Q3DEFORM_NONE:
10456 case Q3DEFORM_AUTOSPRITE:
10457 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10458 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10459 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10460 VectorNormalize(newforward);
10461 VectorNormalize(newright);
10462 VectorNormalize(newup);
10463 // make deformed versions of only the model vertices used by the specified surfaces
10464 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10466 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10467 // a single autosprite surface can contain multiple sprites...
10468 for (j = 0;j < surface->num_vertices - 3;j += 4)
10470 VectorClear(center);
10471 for (i = 0;i < 4;i++)
10472 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10473 VectorScale(center, 0.25f, center);
10474 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10475 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10476 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10477 for (i = 0;i < 4;i++)
10479 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10480 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10483 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10484 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10486 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10487 rsurface.vertex3f_bufferobject = 0;
10488 rsurface.vertex3f_bufferoffset = 0;
10489 rsurface.svector3f = rsurface.array_deformedsvector3f;
10490 rsurface.svector3f_bufferobject = 0;
10491 rsurface.svector3f_bufferoffset = 0;
10492 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10493 rsurface.tvector3f_bufferobject = 0;
10494 rsurface.tvector3f_bufferoffset = 0;
10495 rsurface.normal3f = rsurface.array_deformednormal3f;
10496 rsurface.normal3f_bufferobject = 0;
10497 rsurface.normal3f_bufferoffset = 0;
10499 case Q3DEFORM_AUTOSPRITE2:
10500 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10501 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10502 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10503 VectorNormalize(newforward);
10504 VectorNormalize(newright);
10505 VectorNormalize(newup);
10506 // make deformed versions of only the model vertices used by the specified surfaces
10507 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10509 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10510 const float *v1, *v2;
10520 memset(shortest, 0, sizeof(shortest));
10521 // a single autosprite surface can contain multiple sprites...
10522 for (j = 0;j < surface->num_vertices - 3;j += 4)
10524 VectorClear(center);
10525 for (i = 0;i < 4;i++)
10526 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10527 VectorScale(center, 0.25f, center);
10528 // find the two shortest edges, then use them to define the
10529 // axis vectors for rotating around the central axis
10530 for (i = 0;i < 6;i++)
10532 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10533 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10535 Debug_PolygonBegin(NULL, 0);
10536 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10537 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10538 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10539 Debug_PolygonEnd();
10541 l = VectorDistance2(v1, v2);
10542 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10543 if (v1[2] != v2[2])
10544 l += (1.0f / 1024.0f);
10545 if (shortest[0].length2 > l || i == 0)
10547 shortest[1] = shortest[0];
10548 shortest[0].length2 = l;
10549 shortest[0].v1 = v1;
10550 shortest[0].v2 = v2;
10552 else if (shortest[1].length2 > l || i == 1)
10554 shortest[1].length2 = l;
10555 shortest[1].v1 = v1;
10556 shortest[1].v2 = v2;
10559 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10560 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10562 Debug_PolygonBegin(NULL, 0);
10563 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10564 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10565 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10566 Debug_PolygonEnd();
10568 // this calculates the right vector from the shortest edge
10569 // and the up vector from the edge midpoints
10570 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10571 VectorNormalize(right);
10572 VectorSubtract(end, start, up);
10573 VectorNormalize(up);
10574 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10575 VectorSubtract(rsurface.localvieworigin, center, forward);
10576 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10577 VectorNegate(forward, forward);
10578 VectorReflect(forward, 0, up, forward);
10579 VectorNormalize(forward);
10580 CrossProduct(up, forward, newright);
10581 VectorNormalize(newright);
10583 Debug_PolygonBegin(NULL, 0);
10584 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10585 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10586 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10587 Debug_PolygonEnd();
10590 Debug_PolygonBegin(NULL, 0);
10591 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10592 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10593 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10594 Debug_PolygonEnd();
10596 // rotate the quad around the up axis vector, this is made
10597 // especially easy by the fact we know the quad is flat,
10598 // so we only have to subtract the center position and
10599 // measure distance along the right vector, and then
10600 // multiply that by the newright vector and add back the
10602 // we also need to subtract the old position to undo the
10603 // displacement from the center, which we do with a
10604 // DotProduct, the subtraction/addition of center is also
10605 // optimized into DotProducts here
10606 l = DotProduct(right, center);
10607 for (i = 0;i < 4;i++)
10609 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10610 f = DotProduct(right, v1) - l;
10611 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10614 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10615 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10617 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10618 rsurface.vertex3f_bufferobject = 0;
10619 rsurface.vertex3f_bufferoffset = 0;
10620 rsurface.svector3f = rsurface.array_deformedsvector3f;
10621 rsurface.svector3f_bufferobject = 0;
10622 rsurface.svector3f_bufferoffset = 0;
10623 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10624 rsurface.tvector3f_bufferobject = 0;
10625 rsurface.tvector3f_bufferoffset = 0;
10626 rsurface.normal3f = rsurface.array_deformednormal3f;
10627 rsurface.normal3f_bufferobject = 0;
10628 rsurface.normal3f_bufferoffset = 0;
10630 case Q3DEFORM_NORMAL:
10631 // deform the normals to make reflections wavey
10632 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10634 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10635 for (j = 0;j < surface->num_vertices;j++)
10638 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10639 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10640 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10641 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10642 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10643 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10644 VectorNormalize(normal);
10646 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10648 rsurface.svector3f = rsurface.array_deformedsvector3f;
10649 rsurface.svector3f_bufferobject = 0;
10650 rsurface.svector3f_bufferoffset = 0;
10651 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10652 rsurface.tvector3f_bufferobject = 0;
10653 rsurface.tvector3f_bufferoffset = 0;
10654 rsurface.normal3f = rsurface.array_deformednormal3f;
10655 rsurface.normal3f_bufferobject = 0;
10656 rsurface.normal3f_bufferoffset = 0;
10658 case Q3DEFORM_WAVE:
10659 // deform vertex array to make wavey water and flags and such
10660 waveparms[0] = deform->waveparms[0];
10661 waveparms[1] = deform->waveparms[1];
10662 waveparms[2] = deform->waveparms[2];
10663 waveparms[3] = deform->waveparms[3];
10664 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10665 break; // if wavefunc is a nop, don't make a dynamic vertex array
10666 // this is how a divisor of vertex influence on deformation
10667 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10668 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10669 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10671 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10672 for (j = 0;j < surface->num_vertices;j++)
10674 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10675 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10676 // if the wavefunc depends on time, evaluate it per-vertex
10679 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10680 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10682 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10685 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10686 rsurface.vertex3f_bufferobject = 0;
10687 rsurface.vertex3f_bufferoffset = 0;
10689 case Q3DEFORM_BULGE:
10690 // deform vertex array to make the surface have moving bulges
10691 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10693 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10694 for (j = 0;j < surface->num_vertices;j++)
10696 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10697 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10700 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10701 rsurface.vertex3f_bufferobject = 0;
10702 rsurface.vertex3f_bufferoffset = 0;
10704 case Q3DEFORM_MOVE:
10705 // deform vertex array
10706 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10707 break; // if wavefunc is a nop, don't make a dynamic vertex array
10708 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10709 VectorScale(deform->parms, scale, waveparms);
10710 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10712 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10713 for (j = 0;j < surface->num_vertices;j++)
10714 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10716 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10717 rsurface.vertex3f_bufferobject = 0;
10718 rsurface.vertex3f_bufferoffset = 0;
10722 // generate texcoords based on the chosen texcoord source
10723 switch(rsurface.texture->tcgen.tcgen)
10726 case Q3TCGEN_TEXTURE:
10727 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10728 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10729 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10731 case Q3TCGEN_LIGHTMAP:
10732 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10733 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10734 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10736 case Q3TCGEN_VECTOR:
10737 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10739 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10740 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10742 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10743 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10746 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10747 rsurface.texcoordtexture2f_bufferobject = 0;
10748 rsurface.texcoordtexture2f_bufferoffset = 0;
10750 case Q3TCGEN_ENVIRONMENT:
10751 // make environment reflections using a spheremap
10752 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10754 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10755 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10756 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10757 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10758 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10760 // identical to Q3A's method, but executed in worldspace so
10761 // carried models can be shiny too
10763 float viewer[3], d, reflected[3], worldreflected[3];
10765 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10766 // VectorNormalize(viewer);
10768 d = DotProduct(normal, viewer);
10770 reflected[0] = normal[0]*2*d - viewer[0];
10771 reflected[1] = normal[1]*2*d - viewer[1];
10772 reflected[2] = normal[2]*2*d - viewer[2];
10773 // note: this is proportinal to viewer, so we can normalize later
10775 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10776 VectorNormalize(worldreflected);
10778 // note: this sphere map only uses world x and z!
10779 // so positive and negative y will LOOK THE SAME.
10780 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10781 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10784 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10785 rsurface.texcoordtexture2f_bufferobject = 0;
10786 rsurface.texcoordtexture2f_bufferoffset = 0;
10789 // the only tcmod that needs software vertex processing is turbulent, so
10790 // check for it here and apply the changes if needed
10791 // and we only support that as the first one
10792 // (handling a mixture of turbulent and other tcmods would be problematic
10793 // without punting it entirely to a software path)
10794 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10796 amplitude = rsurface.texture->tcmods[0].parms[1];
10797 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10798 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10800 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10801 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10803 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10804 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10807 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10808 rsurface.texcoordtexture2f_bufferobject = 0;
10809 rsurface.texcoordtexture2f_bufferoffset = 0;
10811 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10812 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10813 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10814 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10817 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10820 const msurface_t *surface = texturesurfacelist[0];
10821 const msurface_t *surface2;
10826 // TODO: lock all array ranges before render, rather than on each surface
10827 if (texturenumsurfaces == 1)
10828 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10829 else if (r_batchmode.integer == 2)
10831 #define MAXBATCHTRIANGLES 65536
10832 int batchtriangles = 0;
10833 static int batchelements[MAXBATCHTRIANGLES*3];
10834 for (i = 0;i < texturenumsurfaces;i = j)
10836 surface = texturesurfacelist[i];
10838 if (surface->num_triangles > MAXBATCHTRIANGLES)
10840 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10843 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10844 batchtriangles = surface->num_triangles;
10845 firstvertex = surface->num_firstvertex;
10846 endvertex = surface->num_firstvertex + surface->num_vertices;
10847 for (;j < texturenumsurfaces;j++)
10849 surface2 = texturesurfacelist[j];
10850 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10852 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10853 batchtriangles += surface2->num_triangles;
10854 firstvertex = min(firstvertex, surface2->num_firstvertex);
10855 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10857 surface2 = texturesurfacelist[j-1];
10858 numvertices = endvertex - firstvertex;
10859 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10862 else if (r_batchmode.integer == 1)
10864 for (i = 0;i < texturenumsurfaces;i = j)
10866 surface = texturesurfacelist[i];
10867 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10868 if (texturesurfacelist[j] != surface2)
10870 surface2 = texturesurfacelist[j-1];
10871 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10872 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10873 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10878 for (i = 0;i < texturenumsurfaces;i++)
10880 surface = texturesurfacelist[i];
10881 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10886 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10888 switch(vid.renderpath)
10890 case RENDERPATH_CGGL:
10892 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10893 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10896 case RENDERPATH_GL20:
10897 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10898 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10900 case RENDERPATH_GL13:
10901 case RENDERPATH_GL11:
10902 R_Mesh_TexBind(0, surface->lightmaptexture);
10907 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10909 // pick the closest matching water plane and bind textures
10910 int planeindex, vertexindex;
10914 r_waterstate_waterplane_t *p, *bestp;
10917 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10919 if(p->camera_entity != rsurface.texture->camera_entity)
10922 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10924 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10925 d += fabs(PlaneDiff(vert, &p->plane));
10927 if (bestd > d || !bestp)
10933 switch(vid.renderpath)
10935 case RENDERPATH_CGGL:
10937 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10938 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10939 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10942 case RENDERPATH_GL20:
10943 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10944 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10945 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10947 case RENDERPATH_GL13:
10948 case RENDERPATH_GL11:
10953 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10956 const msurface_t *surface;
10957 if (r_waterstate.renderingscene)
10959 for (i = 0;i < texturenumsurfaces;i++)
10961 surface = texturesurfacelist[i];
10962 RSurf_BindLightmapForSurface(surface);
10963 RSurf_BindReflectionForSurface(surface);
10964 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10968 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10972 const msurface_t *surface = texturesurfacelist[0];
10973 const msurface_t *surface2;
10978 if (texturenumsurfaces == 1)
10980 RSurf_BindLightmapForSurface(surface);
10981 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10983 else if (r_batchmode.integer == 2)
10985 int batchtriangles = 0;
10986 static int batchelements[MAXBATCHTRIANGLES*3];
10987 for (i = 0;i < texturenumsurfaces;i = j)
10989 surface = texturesurfacelist[i];
10990 RSurf_BindLightmapForSurface(surface);
10992 if (surface->num_triangles > MAXBATCHTRIANGLES)
10994 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10997 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10998 batchtriangles = surface->num_triangles;
10999 firstvertex = surface->num_firstvertex;
11000 endvertex = surface->num_firstvertex + surface->num_vertices;
11001 for (;j < texturenumsurfaces;j++)
11003 surface2 = texturesurfacelist[j];
11004 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
11006 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
11007 batchtriangles += surface2->num_triangles;
11008 firstvertex = min(firstvertex, surface2->num_firstvertex);
11009 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
11011 surface2 = texturesurfacelist[j-1];
11012 numvertices = endvertex - firstvertex;
11013 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
11016 else if (r_batchmode.integer == 1)
11019 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
11020 for (i = 0;i < texturenumsurfaces;i = j)
11022 surface = texturesurfacelist[i];
11023 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
11024 if (texturesurfacelist[j] != surface2)
11026 Con_Printf(" %i", j - i);
11029 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
11031 for (i = 0;i < texturenumsurfaces;i = j)
11033 surface = texturesurfacelist[i];
11034 RSurf_BindLightmapForSurface(surface);
11035 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
11036 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
11039 Con_Printf(" %i", j - i);
11041 surface2 = texturesurfacelist[j-1];
11042 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
11043 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
11044 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11052 for (i = 0;i < texturenumsurfaces;i++)
11054 surface = texturesurfacelist[i];
11055 RSurf_BindLightmapForSurface(surface);
11056 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11061 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11064 int texturesurfaceindex;
11065 if (r_showsurfaces.integer == 2)
11067 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11069 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11070 for (j = 0;j < surface->num_triangles;j++)
11072 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
11073 GL_Color(f, f, f, 1);
11074 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11080 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11082 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11083 int k = (int)(((size_t)surface) / sizeof(msurface_t));
11084 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
11085 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11090 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11092 int texturesurfaceindex;
11096 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11098 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11099 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
11107 rsurface.lightmapcolor4f = rsurface.array_color4f;
11108 rsurface.lightmapcolor4f_bufferobject = 0;
11109 rsurface.lightmapcolor4f_bufferoffset = 0;
11112 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11114 int texturesurfaceindex;
11120 if (rsurface.lightmapcolor4f)
11122 // generate color arrays for the surfaces in this list
11123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11125 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11126 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
11128 f = RSurf_FogVertex(v);
11138 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11140 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11141 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
11143 f = RSurf_FogVertex(v);
11151 rsurface.lightmapcolor4f = rsurface.array_color4f;
11152 rsurface.lightmapcolor4f_bufferobject = 0;
11153 rsurface.lightmapcolor4f_bufferoffset = 0;
11156 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11158 int texturesurfaceindex;
11164 if (!rsurface.lightmapcolor4f)
11166 // generate color arrays for the surfaces in this list
11167 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11169 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11170 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
11172 f = RSurf_FogVertex(v);
11173 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11174 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11175 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11179 rsurface.lightmapcolor4f = rsurface.array_color4f;
11180 rsurface.lightmapcolor4f_bufferobject = 0;
11181 rsurface.lightmapcolor4f_bufferoffset = 0;
11184 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
11186 int texturesurfaceindex;
11190 if (!rsurface.lightmapcolor4f)
11192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11195 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
11203 rsurface.lightmapcolor4f = rsurface.array_color4f;
11204 rsurface.lightmapcolor4f_bufferobject = 0;
11205 rsurface.lightmapcolor4f_bufferoffset = 0;
11208 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11210 int texturesurfaceindex;
11214 if (!rsurface.lightmapcolor4f)
11216 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11218 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11219 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
11221 c2[0] = c[0] + r_refdef.scene.ambient;
11222 c2[1] = c[1] + r_refdef.scene.ambient;
11223 c2[2] = c[2] + r_refdef.scene.ambient;
11227 rsurface.lightmapcolor4f = rsurface.array_color4f;
11228 rsurface.lightmapcolor4f_bufferobject = 0;
11229 rsurface.lightmapcolor4f_bufferoffset = 0;
11232 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11235 rsurface.lightmapcolor4f = NULL;
11236 rsurface.lightmapcolor4f_bufferobject = 0;
11237 rsurface.lightmapcolor4f_bufferoffset = 0;
11238 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11239 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11240 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11241 GL_Color(r, g, b, a);
11242 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11245 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11247 // TODO: optimize applyfog && applycolor case
11248 // just apply fog if necessary, and tint the fog color array if necessary
11249 rsurface.lightmapcolor4f = NULL;
11250 rsurface.lightmapcolor4f_bufferobject = 0;
11251 rsurface.lightmapcolor4f_bufferoffset = 0;
11252 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11253 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11254 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11255 GL_Color(r, g, b, a);
11256 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11259 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11261 int texturesurfaceindex;
11265 if (texturesurfacelist[0]->lightmapinfo)
11267 // generate color arrays for the surfaces in this list
11268 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11270 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11271 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11273 if (surface->lightmapinfo->samples)
11275 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11276 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11277 VectorScale(lm, scale, c);
11278 if (surface->lightmapinfo->styles[1] != 255)
11280 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11282 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11283 VectorMA(c, scale, lm, c);
11284 if (surface->lightmapinfo->styles[2] != 255)
11287 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11288 VectorMA(c, scale, lm, c);
11289 if (surface->lightmapinfo->styles[3] != 255)
11292 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11293 VectorMA(c, scale, lm, c);
11303 rsurface.lightmapcolor4f = rsurface.array_color4f;
11304 rsurface.lightmapcolor4f_bufferobject = 0;
11305 rsurface.lightmapcolor4f_bufferoffset = 0;
11309 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11310 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11311 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11313 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11314 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11315 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11316 GL_Color(r, g, b, a);
11317 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11320 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11322 int texturesurfaceindex;
11331 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11333 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11334 int numverts = surface->num_vertices;
11335 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11336 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11337 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11338 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11340 f = -DotProduct(r_refdef.view.forward, n);
11342 f = f * 0.85 + 0.15; // work around so stuff won't get black
11343 f *= r_refdef.lightmapintensity;
11344 Vector4Set(c, f, f, f, 1);
11348 rsurface.lightmapcolor4f = rsurface.array_color4f;
11349 rsurface.lightmapcolor4f_bufferobject = 0;
11350 rsurface.lightmapcolor4f_bufferoffset = 0;
11353 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11355 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11356 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11357 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11358 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11359 GL_Color(r, g, b, a);
11360 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11363 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11365 int texturesurfaceindex;
11372 vec3_t ambientcolor;
11373 vec3_t diffusecolor;
11377 VectorCopy(rsurface.modellight_lightdir, lightdir);
11378 f = 0.5f * r_refdef.lightmapintensity;
11379 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11380 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11381 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11382 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11383 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11384 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11386 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11388 // generate color arrays for the surfaces in this list
11389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11392 int numverts = surface->num_vertices;
11393 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11394 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11395 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11396 // q3-style directional shading
11397 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11399 if ((f = DotProduct(n, lightdir)) > 0)
11400 VectorMA(ambientcolor, f, diffusecolor, c);
11402 VectorCopy(ambientcolor, c);
11410 rsurface.lightmapcolor4f = rsurface.array_color4f;
11411 rsurface.lightmapcolor4f_bufferobject = 0;
11412 rsurface.lightmapcolor4f_bufferoffset = 0;
11413 *applycolor = false;
11417 *r = ambientcolor[0];
11418 *g = ambientcolor[1];
11419 *b = ambientcolor[2];
11420 rsurface.lightmapcolor4f = NULL;
11421 rsurface.lightmapcolor4f_bufferobject = 0;
11422 rsurface.lightmapcolor4f_bufferoffset = 0;
11426 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11428 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11429 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11430 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11431 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11432 GL_Color(r, g, b, a);
11433 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11436 void RSurf_SetupDepthAndCulling(void)
11438 // submodels are biased to avoid z-fighting with world surfaces that they
11439 // may be exactly overlapping (avoids z-fighting artifacts on certain
11440 // doors and things in Quake maps)
11441 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11442 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11443 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11444 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11447 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11449 // transparent sky would be ridiculous
11450 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11452 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11453 skyrenderlater = true;
11454 RSurf_SetupDepthAndCulling();
11455 GL_DepthMask(true);
11456 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11457 // skymasking on them, and Quake3 never did sky masking (unlike
11458 // software Quake and software Quake2), so disable the sky masking
11459 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11460 // and skymasking also looks very bad when noclipping outside the
11461 // level, so don't use it then either.
11462 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11464 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11465 R_Mesh_ColorPointer(NULL, 0, 0);
11466 R_Mesh_ResetTextureState();
11467 if (skyrendermasked)
11469 R_SetupShader_DepthOrShadow();
11470 // depth-only (masking)
11471 GL_ColorMask(0,0,0,0);
11472 // just to make sure that braindead drivers don't draw
11473 // anything despite that colormask...
11474 GL_BlendFunc(GL_ZERO, GL_ONE);
11478 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11480 GL_BlendFunc(GL_ONE, GL_ZERO);
11482 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11483 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11484 if (skyrendermasked)
11485 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11487 R_Mesh_ResetTextureState();
11488 GL_Color(1, 1, 1, 1);
11491 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11492 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11493 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11495 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11497 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11500 // render screenspace normalmap to texture
11501 GL_DepthMask(true);
11502 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11503 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11505 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11507 // render water or distortion background, then blend surface on top
11508 GL_DepthMask(true);
11509 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11510 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11511 GL_DepthMask(false);
11512 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11513 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11514 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11516 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11520 // render surface normally
11521 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11522 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11524 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11525 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11526 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11528 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11532 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11534 // OpenGL 1.3 path - anything not completely ancient
11535 int texturesurfaceindex;
11536 qboolean applycolor;
11539 const texturelayer_t *layer;
11540 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11542 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11545 int layertexrgbscale;
11546 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11548 if (layerindex == 0)
11549 GL_AlphaTest(true);
11552 GL_AlphaTest(false);
11553 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11556 GL_DepthMask(layer->depthmask && writedepth);
11557 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11558 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11560 layertexrgbscale = 4;
11561 VectorScale(layer->color, 0.25f, layercolor);
11563 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11565 layertexrgbscale = 2;
11566 VectorScale(layer->color, 0.5f, layercolor);
11570 layertexrgbscale = 1;
11571 VectorScale(layer->color, 1.0f, layercolor);
11573 layercolor[3] = layer->color[3];
11574 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11575 R_Mesh_ColorPointer(NULL, 0, 0);
11576 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11577 switch (layer->type)
11579 case TEXTURELAYERTYPE_LITTEXTURE:
11580 // single-pass lightmapped texture with 2x rgbscale
11581 R_Mesh_TexBind(0, r_texture_white);
11582 R_Mesh_TexMatrix(0, NULL);
11583 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11584 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11585 R_Mesh_TexBind(1, layer->texture);
11586 R_Mesh_TexMatrix(1, &layer->texmatrix);
11587 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11588 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11589 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11590 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11591 else if (FAKELIGHT_ENABLED)
11592 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11593 else if (rsurface.uselightmaptexture)
11594 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11596 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11598 case TEXTURELAYERTYPE_TEXTURE:
11599 // singletexture unlit texture with transparency support
11600 R_Mesh_TexBind(0, layer->texture);
11601 R_Mesh_TexMatrix(0, &layer->texmatrix);
11602 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11603 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11604 R_Mesh_TexBind(1, 0);
11605 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11606 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11608 case TEXTURELAYERTYPE_FOG:
11609 // singletexture fogging
11610 if (layer->texture)
11612 R_Mesh_TexBind(0, layer->texture);
11613 R_Mesh_TexMatrix(0, &layer->texmatrix);
11614 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11615 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11619 R_Mesh_TexBind(0, 0);
11620 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11622 R_Mesh_TexBind(1, 0);
11623 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11624 // generate a color array for the fog pass
11625 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11626 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11632 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11633 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11635 f = 1 - RSurf_FogVertex(v);
11636 c[0] = layercolor[0];
11637 c[1] = layercolor[1];
11638 c[2] = layercolor[2];
11639 c[3] = f * layercolor[3];
11642 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11645 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11651 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11652 GL_AlphaTest(false);
11656 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11658 // OpenGL 1.1 - crusty old voodoo path
11659 int texturesurfaceindex;
11662 const texturelayer_t *layer;
11663 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11665 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11669 if (layerindex == 0)
11670 GL_AlphaTest(true);
11673 GL_AlphaTest(false);
11674 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11677 GL_DepthMask(layer->depthmask && writedepth);
11678 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11679 R_Mesh_ColorPointer(NULL, 0, 0);
11680 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11681 switch (layer->type)
11683 case TEXTURELAYERTYPE_LITTEXTURE:
11684 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11686 // two-pass lit texture with 2x rgbscale
11687 // first the lightmap pass
11688 R_Mesh_TexBind(0, r_texture_white);
11689 R_Mesh_TexMatrix(0, NULL);
11690 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11691 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11692 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11693 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11694 else if (FAKELIGHT_ENABLED)
11695 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11696 else if (rsurface.uselightmaptexture)
11697 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11699 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11700 // then apply the texture to it
11701 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11702 R_Mesh_TexBind(0, layer->texture);
11703 R_Mesh_TexMatrix(0, &layer->texmatrix);
11704 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11705 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11706 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11710 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11711 R_Mesh_TexBind(0, layer->texture);
11712 R_Mesh_TexMatrix(0, &layer->texmatrix);
11713 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11714 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11715 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11716 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11718 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11721 case TEXTURELAYERTYPE_TEXTURE:
11722 // singletexture unlit texture with transparency support
11723 R_Mesh_TexBind(0, layer->texture);
11724 R_Mesh_TexMatrix(0, &layer->texmatrix);
11725 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11726 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11727 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11729 case TEXTURELAYERTYPE_FOG:
11730 // singletexture fogging
11731 if (layer->texture)
11733 R_Mesh_TexBind(0, layer->texture);
11734 R_Mesh_TexMatrix(0, &layer->texmatrix);
11735 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11736 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11740 R_Mesh_TexBind(0, 0);
11741 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11743 // generate a color array for the fog pass
11744 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11745 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11752 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11754 f = 1 - RSurf_FogVertex(v);
11755 c[0] = layer->color[0];
11756 c[1] = layer->color[1];
11757 c[2] = layer->color[2];
11758 c[3] = f * layer->color[3];
11761 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11764 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11768 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11770 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11771 GL_AlphaTest(false);
11775 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11779 GL_AlphaTest(false);
11780 R_Mesh_ColorPointer(NULL, 0, 0);
11781 R_Mesh_ResetTextureState();
11782 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11784 if(rsurface.texture && rsurface.texture->currentskinframe)
11786 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11787 c[3] *= rsurface.texture->currentalpha;
11797 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11799 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11800 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11801 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11804 // brighten it up (as texture value 127 means "unlit")
11805 c[0] *= 2 * r_refdef.view.colorscale;
11806 c[1] *= 2 * r_refdef.view.colorscale;
11807 c[2] *= 2 * r_refdef.view.colorscale;
11809 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11810 c[3] *= r_wateralpha.value;
11812 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11815 GL_DepthMask(false);
11817 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11819 GL_BlendFunc(GL_ONE, GL_ONE);
11820 GL_DepthMask(false);
11822 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11824 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11825 GL_DepthMask(false);
11827 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11829 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11830 GL_DepthMask(false);
11834 GL_BlendFunc(GL_ONE, GL_ZERO);
11835 GL_DepthMask(writedepth);
11838 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11840 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11842 rsurface.lightmapcolor4f = NULL;
11843 rsurface.lightmapcolor4f_bufferobject = 0;
11844 rsurface.lightmapcolor4f_bufferoffset = 0;
11846 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11848 qboolean applycolor = true;
11851 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11853 r_refdef.lightmapintensity = 1;
11854 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11855 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11857 else if (FAKELIGHT_ENABLED)
11859 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11861 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11862 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11863 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11867 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11869 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11870 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11871 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11874 if(!rsurface.lightmapcolor4f)
11875 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11877 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11878 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11879 if(r_refdef.fogenabled)
11880 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11882 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11883 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11886 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11889 RSurf_SetupDepthAndCulling();
11890 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11892 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11895 switch (vid.renderpath)
11897 case RENDERPATH_GL20:
11898 case RENDERPATH_CGGL:
11899 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11901 case RENDERPATH_GL13:
11902 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11904 case RENDERPATH_GL11:
11905 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11911 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11914 RSurf_SetupDepthAndCulling();
11915 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11917 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11920 switch (vid.renderpath)
11922 case RENDERPATH_GL20:
11923 case RENDERPATH_CGGL:
11924 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11926 case RENDERPATH_GL13:
11927 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11929 case RENDERPATH_GL11:
11930 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11936 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11939 int texturenumsurfaces, endsurface;
11940 texture_t *texture;
11941 const msurface_t *surface;
11942 #define MAXBATCH_TRANSPARENTSURFACES 256
11943 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11945 // if the model is static it doesn't matter what value we give for
11946 // wantnormals and wanttangents, so this logic uses only rules applicable
11947 // to a model, knowing that they are meaningless otherwise
11948 if (ent == r_refdef.scene.worldentity)
11949 RSurf_ActiveWorldEntity();
11950 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11951 RSurf_ActiveModelEntity(ent, false, false, false);
11954 switch (vid.renderpath)
11956 case RENDERPATH_GL20:
11957 case RENDERPATH_CGGL:
11958 RSurf_ActiveModelEntity(ent, true, true, false);
11960 case RENDERPATH_GL13:
11961 case RENDERPATH_GL11:
11962 RSurf_ActiveModelEntity(ent, true, false, false);
11967 if (r_transparentdepthmasking.integer)
11969 qboolean setup = false;
11970 for (i = 0;i < numsurfaces;i = j)
11973 surface = rsurface.modelsurfaces + surfacelist[i];
11974 texture = surface->texture;
11975 rsurface.texture = R_GetCurrentTexture(texture);
11976 // scan ahead until we find a different texture
11977 endsurface = min(i + 1024, numsurfaces);
11978 texturenumsurfaces = 0;
11979 texturesurfacelist[texturenumsurfaces++] = surface;
11980 if(FAKELIGHT_ENABLED)
11982 rsurface.uselightmaptexture = false;
11983 for (;j < endsurface;j++)
11985 surface = rsurface.modelsurfaces + surfacelist[j];
11986 if (texture != surface->texture)
11988 texturesurfacelist[texturenumsurfaces++] = surface;
11993 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11994 for (;j < endsurface;j++)
11996 surface = rsurface.modelsurfaces + surfacelist[j];
11997 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11999 texturesurfacelist[texturenumsurfaces++] = surface;
12002 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12004 // render the range of surfaces as depth
12008 GL_ColorMask(0,0,0,0);
12010 GL_DepthTest(true);
12011 GL_BlendFunc(GL_ONE, GL_ZERO);
12012 GL_DepthMask(true);
12013 GL_AlphaTest(false);
12014 R_Mesh_ColorPointer(NULL, 0, 0);
12015 R_Mesh_ResetTextureState();
12016 R_SetupShader_DepthOrShadow();
12018 RSurf_SetupDepthAndCulling();
12019 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12020 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12023 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12026 for (i = 0;i < numsurfaces;i = j)
12029 surface = rsurface.modelsurfaces + surfacelist[i];
12030 texture = surface->texture;
12031 rsurface.texture = R_GetCurrentTexture(texture);
12032 // scan ahead until we find a different texture
12033 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12034 texturenumsurfaces = 0;
12035 texturesurfacelist[texturenumsurfaces++] = surface;
12036 if(FAKELIGHT_ENABLED)
12038 rsurface.uselightmaptexture = false;
12039 for (;j < endsurface;j++)
12041 surface = rsurface.modelsurfaces + surfacelist[j];
12042 if (texture != surface->texture)
12044 texturesurfacelist[texturenumsurfaces++] = surface;
12049 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12050 for (;j < endsurface;j++)
12052 surface = rsurface.modelsurfaces + surfacelist[j];
12053 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
12055 texturesurfacelist[texturenumsurfaces++] = surface;
12058 // render the range of surfaces
12059 if (ent == r_refdef.scene.worldentity)
12060 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12062 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12064 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12065 GL_AlphaTest(false);
12068 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12070 // transparent surfaces get pushed off into the transparent queue
12071 int surfacelistindex;
12072 const msurface_t *surface;
12073 vec3_t tempcenter, center;
12074 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12076 surface = texturesurfacelist[surfacelistindex];
12077 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12078 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12079 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12080 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12081 if (queueentity->transparent_offset) // transparent offset
12083 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12084 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12085 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12087 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12091 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12093 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12097 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12099 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12101 RSurf_SetupDepthAndCulling();
12102 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12103 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12107 if (!rsurface.texture->currentnumlayers)
12109 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12110 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12112 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12114 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
12116 RSurf_SetupDepthAndCulling();
12117 GL_AlphaTest(false);
12118 R_Mesh_ColorPointer(NULL, 0, 0);
12119 R_Mesh_ResetTextureState();
12120 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12121 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12122 GL_DepthMask(true);
12123 GL_BlendFunc(GL_ONE, GL_ZERO);
12124 GL_Color(0, 0, 0, 1);
12125 GL_DepthTest(writedepth);
12126 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12128 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
12130 RSurf_SetupDepthAndCulling();
12131 GL_AlphaTest(false);
12132 R_Mesh_ColorPointer(NULL, 0, 0);
12133 R_Mesh_ResetTextureState();
12134 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12135 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12136 GL_DepthMask(true);
12137 GL_BlendFunc(GL_ONE, GL_ZERO);
12138 GL_DepthTest(true);
12139 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12141 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12142 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12143 else if (!rsurface.texture->currentnumlayers)
12145 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12147 // in the deferred case, transparent surfaces were queued during prepass
12148 if (!r_shadow_usingdeferredprepass)
12149 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12153 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12154 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12159 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12162 texture_t *texture;
12163 // break the surface list down into batches by texture and use of lightmapping
12164 for (i = 0;i < numsurfaces;i = j)
12167 // texture is the base texture pointer, rsurface.texture is the
12168 // current frame/skin the texture is directing us to use (for example
12169 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12170 // use skin 1 instead)
12171 texture = surfacelist[i]->texture;
12172 rsurface.texture = R_GetCurrentTexture(texture);
12173 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12175 // if this texture is not the kind we want, skip ahead to the next one
12176 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12180 if(FAKELIGHT_ENABLED || depthonly || prepass)
12182 rsurface.uselightmaptexture = false;
12183 // simply scan ahead until we find a different texture or lightmap state
12184 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12189 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12190 // simply scan ahead until we find a different texture or lightmap state
12191 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12194 // render the range of surfaces
12195 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12199 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12204 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12206 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12208 RSurf_SetupDepthAndCulling();
12209 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12210 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12214 if (!rsurface.texture->currentnumlayers)
12216 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12217 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12219 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12221 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
12223 RSurf_SetupDepthAndCulling();
12224 GL_AlphaTest(false);
12225 R_Mesh_ColorPointer(NULL, 0, 0);
12226 R_Mesh_ResetTextureState();
12227 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12228 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12229 GL_DepthMask(true);
12230 GL_BlendFunc(GL_ONE, GL_ZERO);
12231 GL_Color(0, 0, 0, 1);
12232 GL_DepthTest(writedepth);
12233 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12235 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12237 RSurf_SetupDepthAndCulling();
12238 GL_AlphaTest(false);
12239 R_Mesh_ColorPointer(NULL, 0, 0);
12240 R_Mesh_ResetTextureState();
12241 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12242 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12243 GL_DepthMask(true);
12244 GL_BlendFunc(GL_ONE, GL_ZERO);
12245 GL_DepthTest(true);
12246 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12248 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12249 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12250 else if (!rsurface.texture->currentnumlayers)
12252 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12254 // in the deferred case, transparent surfaces were queued during prepass
12255 if (!r_shadow_usingdeferredprepass)
12256 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12260 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12261 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12266 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12269 texture_t *texture;
12270 // break the surface list down into batches by texture and use of lightmapping
12271 for (i = 0;i < numsurfaces;i = j)
12274 // texture is the base texture pointer, rsurface.texture is the
12275 // current frame/skin the texture is directing us to use (for example
12276 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12277 // use skin 1 instead)
12278 texture = surfacelist[i]->texture;
12279 rsurface.texture = R_GetCurrentTexture(texture);
12280 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12282 // if this texture is not the kind we want, skip ahead to the next one
12283 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12287 if(FAKELIGHT_ENABLED || depthonly || prepass)
12289 rsurface.uselightmaptexture = false;
12290 // simply scan ahead until we find a different texture or lightmap state
12291 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12296 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12297 // simply scan ahead until we find a different texture or lightmap state
12298 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12301 // render the range of surfaces
12302 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12306 float locboxvertex3f[6*4*3] =
12308 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12309 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12310 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12311 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12312 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12313 1,0,0, 0,0,0, 0,1,0, 1,1,0
12316 unsigned short locboxelements[6*2*3] =
12321 12,13,14, 12,14,15,
12322 16,17,18, 16,18,19,
12326 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12329 cl_locnode_t *loc = (cl_locnode_t *)ent;
12331 float vertex3f[6*4*3];
12333 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12334 GL_DepthMask(false);
12335 GL_DepthRange(0, 1);
12336 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12337 GL_DepthTest(true);
12338 GL_CullFace(GL_NONE);
12339 R_EntityMatrix(&identitymatrix);
12341 R_Mesh_VertexPointer(vertex3f, 0, 0);
12342 R_Mesh_ColorPointer(NULL, 0, 0);
12343 R_Mesh_ResetTextureState();
12344 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12346 i = surfacelist[0];
12347 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12348 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12349 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12350 surfacelist[0] < 0 ? 0.5f : 0.125f);
12352 if (VectorCompare(loc->mins, loc->maxs))
12354 VectorSet(size, 2, 2, 2);
12355 VectorMA(loc->mins, -0.5f, size, mins);
12359 VectorCopy(loc->mins, mins);
12360 VectorSubtract(loc->maxs, loc->mins, size);
12363 for (i = 0;i < 6*4*3;)
12364 for (j = 0;j < 3;j++, i++)
12365 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12367 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12370 void R_DrawLocs(void)
12373 cl_locnode_t *loc, *nearestloc;
12375 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12376 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12378 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12379 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12383 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12385 if (decalsystem->decals)
12386 Mem_Free(decalsystem->decals);
12387 memset(decalsystem, 0, sizeof(*decalsystem));
12390 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)
12393 tridecal_t *decals;
12396 // expand or initialize the system
12397 if (decalsystem->maxdecals <= decalsystem->numdecals)
12399 decalsystem_t old = *decalsystem;
12400 qboolean useshortelements;
12401 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12402 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12403 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12404 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12405 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12406 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12407 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12408 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12409 if (decalsystem->numdecals)
12410 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12412 Mem_Free(old.decals);
12413 for (i = 0;i < decalsystem->maxdecals*3;i++)
12414 decalsystem->element3i[i] = i;
12415 if (useshortelements)
12416 for (i = 0;i < decalsystem->maxdecals*3;i++)
12417 decalsystem->element3s[i] = i;
12420 // grab a decal and search for another free slot for the next one
12421 decals = decalsystem->decals;
12422 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12423 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12425 decalsystem->freedecal = i;
12426 if (decalsystem->numdecals <= i)
12427 decalsystem->numdecals = i + 1;
12429 // initialize the decal
12431 decal->triangleindex = triangleindex;
12432 decal->surfaceindex = surfaceindex;
12433 decal->decalsequence = decalsequence;
12434 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12435 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12436 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12437 decal->color4ub[0][3] = 255;
12438 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12439 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12440 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12441 decal->color4ub[1][3] = 255;
12442 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12443 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12444 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12445 decal->color4ub[2][3] = 255;
12446 decal->vertex3f[0][0] = v0[0];
12447 decal->vertex3f[0][1] = v0[1];
12448 decal->vertex3f[0][2] = v0[2];
12449 decal->vertex3f[1][0] = v1[0];
12450 decal->vertex3f[1][1] = v1[1];
12451 decal->vertex3f[1][2] = v1[2];
12452 decal->vertex3f[2][0] = v2[0];
12453 decal->vertex3f[2][1] = v2[1];
12454 decal->vertex3f[2][2] = v2[2];
12455 decal->texcoord2f[0][0] = t0[0];
12456 decal->texcoord2f[0][1] = t0[1];
12457 decal->texcoord2f[1][0] = t1[0];
12458 decal->texcoord2f[1][1] = t1[1];
12459 decal->texcoord2f[2][0] = t2[0];
12460 decal->texcoord2f[2][1] = t2[1];
12463 extern cvar_t cl_decals_bias;
12464 extern cvar_t cl_decals_models;
12465 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12466 // baseparms, parms, temps
12467 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)
12472 const float *vertex3f;
12474 float points[2][9][3];
12481 e = rsurface.modelelement3i + 3*triangleindex;
12483 vertex3f = rsurface.modelvertex3f;
12485 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12487 index = 3*e[cornerindex];
12488 VectorCopy(vertex3f + index, v[cornerindex]);
12491 //TriangleNormal(v[0], v[1], v[2], normal);
12492 //if (DotProduct(normal, localnormal) < 0.0f)
12494 // clip by each of the box planes formed from the projection matrix
12495 // if anything survives, we emit the decal
12496 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]);
12499 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]);
12502 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]);
12505 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]);
12508 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]);
12511 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]);
12514 // some part of the triangle survived, so we have to accept it...
12517 // dynamic always uses the original triangle
12519 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12521 index = 3*e[cornerindex];
12522 VectorCopy(vertex3f + index, v[cornerindex]);
12525 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12527 // convert vertex positions to texcoords
12528 Matrix4x4_Transform(projection, v[cornerindex], temp);
12529 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12530 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12531 // calculate distance fade from the projection origin
12532 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12533 f = bound(0.0f, f, 1.0f);
12534 c[cornerindex][0] = r * f;
12535 c[cornerindex][1] = g * f;
12536 c[cornerindex][2] = b * f;
12537 c[cornerindex][3] = 1.0f;
12538 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12541 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);
12543 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12544 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);
12546 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)
12548 matrix4x4_t projection;
12549 decalsystem_t *decalsystem;
12552 const msurface_t *surface;
12553 const msurface_t *surfaces;
12554 const int *surfacelist;
12555 const texture_t *texture;
12557 int numsurfacelist;
12558 int surfacelistindex;
12561 float localorigin[3];
12562 float localnormal[3];
12563 float localmins[3];
12564 float localmaxs[3];
12567 float planes[6][4];
12570 int bih_triangles_count;
12571 int bih_triangles[256];
12572 int bih_surfaces[256];
12574 decalsystem = &ent->decalsystem;
12575 model = ent->model;
12576 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12578 R_DecalSystem_Reset(&ent->decalsystem);
12582 if (!model->brush.data_nodes && !cl_decals_models.integer)
12584 if (decalsystem->model)
12585 R_DecalSystem_Reset(decalsystem);
12589 if (decalsystem->model != model)
12590 R_DecalSystem_Reset(decalsystem);
12591 decalsystem->model = model;
12593 RSurf_ActiveModelEntity(ent, false, false, false);
12595 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12596 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12597 VectorNormalize(localnormal);
12598 localsize = worldsize*rsurface.inversematrixscale;
12599 localmins[0] = localorigin[0] - localsize;
12600 localmins[1] = localorigin[1] - localsize;
12601 localmins[2] = localorigin[2] - localsize;
12602 localmaxs[0] = localorigin[0] + localsize;
12603 localmaxs[1] = localorigin[1] + localsize;
12604 localmaxs[2] = localorigin[2] + localsize;
12606 //VectorCopy(localnormal, planes[4]);
12607 //VectorVectors(planes[4], planes[2], planes[0]);
12608 AnglesFromVectors(angles, localnormal, NULL, false);
12609 AngleVectors(angles, planes[0], planes[2], planes[4]);
12610 VectorNegate(planes[0], planes[1]);
12611 VectorNegate(planes[2], planes[3]);
12612 VectorNegate(planes[4], planes[5]);
12613 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12614 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12615 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12616 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12617 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12618 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12623 matrix4x4_t forwardprojection;
12624 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12625 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12630 float projectionvector[4][3];
12631 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12632 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12633 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12634 projectionvector[0][0] = planes[0][0] * ilocalsize;
12635 projectionvector[0][1] = planes[1][0] * ilocalsize;
12636 projectionvector[0][2] = planes[2][0] * ilocalsize;
12637 projectionvector[1][0] = planes[0][1] * ilocalsize;
12638 projectionvector[1][1] = planes[1][1] * ilocalsize;
12639 projectionvector[1][2] = planes[2][1] * ilocalsize;
12640 projectionvector[2][0] = planes[0][2] * ilocalsize;
12641 projectionvector[2][1] = planes[1][2] * ilocalsize;
12642 projectionvector[2][2] = planes[2][2] * ilocalsize;
12643 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12644 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12645 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12646 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12650 dynamic = model->surfmesh.isanimated;
12651 numsurfacelist = model->nummodelsurfaces;
12652 surfacelist = model->sortedmodelsurfaces;
12653 surfaces = model->data_surfaces;
12656 bih_triangles_count = -1;
12659 if(model->render_bih.numleafs)
12660 bih = &model->render_bih;
12661 else if(model->collision_bih.numleafs)
12662 bih = &model->collision_bih;
12665 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12666 if(bih_triangles_count == 0)
12668 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12670 if(bih_triangles_count > 0)
12672 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12674 surfaceindex = bih_surfaces[triangleindex];
12675 surface = surfaces + surfaceindex;
12676 texture = surface->texture;
12677 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12679 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12681 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12686 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12688 surfaceindex = surfacelist[surfacelistindex];
12689 surface = surfaces + surfaceindex;
12690 // check cull box first because it rejects more than any other check
12691 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12693 // skip transparent surfaces
12694 texture = surface->texture;
12695 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12697 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12699 numtriangles = surface->num_triangles;
12700 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12701 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12706 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12707 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)
12709 int renderentityindex;
12710 float worldmins[3];
12711 float worldmaxs[3];
12712 entity_render_t *ent;
12714 if (!cl_decals_newsystem.integer)
12717 worldmins[0] = worldorigin[0] - worldsize;
12718 worldmins[1] = worldorigin[1] - worldsize;
12719 worldmins[2] = worldorigin[2] - worldsize;
12720 worldmaxs[0] = worldorigin[0] + worldsize;
12721 worldmaxs[1] = worldorigin[1] + worldsize;
12722 worldmaxs[2] = worldorigin[2] + worldsize;
12724 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12726 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12728 ent = r_refdef.scene.entities[renderentityindex];
12729 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12732 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12736 typedef struct r_decalsystem_splatqueue_s
12738 vec3_t worldorigin;
12739 vec3_t worldnormal;
12745 r_decalsystem_splatqueue_t;
12747 int r_decalsystem_numqueued = 0;
12748 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12750 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)
12752 r_decalsystem_splatqueue_t *queue;
12754 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12757 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12758 VectorCopy(worldorigin, queue->worldorigin);
12759 VectorCopy(worldnormal, queue->worldnormal);
12760 Vector4Set(queue->color, r, g, b, a);
12761 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12762 queue->worldsize = worldsize;
12763 queue->decalsequence = cl.decalsequence++;
12766 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12769 r_decalsystem_splatqueue_t *queue;
12771 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12772 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);
12773 r_decalsystem_numqueued = 0;
12776 extern cvar_t cl_decals_max;
12777 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12780 decalsystem_t *decalsystem = &ent->decalsystem;
12787 if (!decalsystem->numdecals)
12790 if (r_showsurfaces.integer)
12793 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12795 R_DecalSystem_Reset(decalsystem);
12799 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12800 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12802 if (decalsystem->lastupdatetime)
12803 frametime = (cl.time - decalsystem->lastupdatetime);
12806 decalsystem->lastupdatetime = cl.time;
12807 decal = decalsystem->decals;
12808 numdecals = decalsystem->numdecals;
12810 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12812 if (decal->color4ub[0][3])
12814 decal->lived += frametime;
12815 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12817 memset(decal, 0, sizeof(*decal));
12818 if (decalsystem->freedecal > i)
12819 decalsystem->freedecal = i;
12823 decal = decalsystem->decals;
12824 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12827 // collapse the array by shuffling the tail decals into the gaps
12830 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12831 decalsystem->freedecal++;
12832 if (decalsystem->freedecal == numdecals)
12834 decal[decalsystem->freedecal] = decal[--numdecals];
12837 decalsystem->numdecals = numdecals;
12839 if (numdecals <= 0)
12841 // if there are no decals left, reset decalsystem
12842 R_DecalSystem_Reset(decalsystem);
12846 extern skinframe_t *decalskinframe;
12847 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12850 decalsystem_t *decalsystem = &ent->decalsystem;
12859 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12862 numdecals = decalsystem->numdecals;
12866 if (r_showsurfaces.integer)
12869 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12871 R_DecalSystem_Reset(decalsystem);
12875 // if the model is static it doesn't matter what value we give for
12876 // wantnormals and wanttangents, so this logic uses only rules applicable
12877 // to a model, knowing that they are meaningless otherwise
12878 if (ent == r_refdef.scene.worldentity)
12879 RSurf_ActiveWorldEntity();
12881 RSurf_ActiveModelEntity(ent, false, false, false);
12883 decalsystem->lastupdatetime = cl.time;
12884 decal = decalsystem->decals;
12886 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12888 // update vertex positions for animated models
12889 v3f = decalsystem->vertex3f;
12890 c4f = decalsystem->color4f;
12891 t2f = decalsystem->texcoord2f;
12892 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12894 if (!decal->color4ub[0][3])
12897 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12900 // update color values for fading decals
12901 if (decal->lived >= cl_decals_time.value)
12903 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12904 alpha *= (1.0f/255.0f);
12907 alpha = 1.0f/255.0f;
12909 c4f[ 0] = decal->color4ub[0][0] * alpha;
12910 c4f[ 1] = decal->color4ub[0][1] * alpha;
12911 c4f[ 2] = decal->color4ub[0][2] * alpha;
12913 c4f[ 4] = decal->color4ub[1][0] * alpha;
12914 c4f[ 5] = decal->color4ub[1][1] * alpha;
12915 c4f[ 6] = decal->color4ub[1][2] * alpha;
12917 c4f[ 8] = decal->color4ub[2][0] * alpha;
12918 c4f[ 9] = decal->color4ub[2][1] * alpha;
12919 c4f[10] = decal->color4ub[2][2] * alpha;
12922 t2f[0] = decal->texcoord2f[0][0];
12923 t2f[1] = decal->texcoord2f[0][1];
12924 t2f[2] = decal->texcoord2f[1][0];
12925 t2f[3] = decal->texcoord2f[1][1];
12926 t2f[4] = decal->texcoord2f[2][0];
12927 t2f[5] = decal->texcoord2f[2][1];
12929 // update vertex positions for animated models
12930 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12932 e = rsurface.modelelement3i + 3*decal->triangleindex;
12933 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12934 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12935 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12939 VectorCopy(decal->vertex3f[0], v3f);
12940 VectorCopy(decal->vertex3f[1], v3f + 3);
12941 VectorCopy(decal->vertex3f[2], v3f + 6);
12944 if (r_refdef.fogenabled)
12946 alpha = RSurf_FogVertex(v3f);
12947 VectorScale(c4f, alpha, c4f);
12948 alpha = RSurf_FogVertex(v3f + 3);
12949 VectorScale(c4f + 4, alpha, c4f + 4);
12950 alpha = RSurf_FogVertex(v3f + 6);
12951 VectorScale(c4f + 8, alpha, c4f + 8);
12962 r_refdef.stats.drawndecals += numtris;
12964 // now render the decals all at once
12965 // (this assumes they all use one particle font texture!)
12966 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);
12967 R_Mesh_ResetTextureState();
12968 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12969 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12970 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12971 GL_DepthMask(false);
12972 GL_DepthRange(0, 1);
12973 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12974 GL_DepthTest(true);
12975 GL_CullFace(GL_NONE);
12976 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12977 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12978 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12982 static void R_DrawModelDecals(void)
12986 // fade faster when there are too many decals
12987 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12988 for (i = 0;i < r_refdef.scene.numentities;i++)
12989 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12991 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12992 for (i = 0;i < r_refdef.scene.numentities;i++)
12993 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12994 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12996 R_DecalSystem_ApplySplatEntitiesQueue();
12998 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12999 for (i = 0;i < r_refdef.scene.numentities;i++)
13000 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13002 r_refdef.stats.totaldecals += numdecals;
13004 if (r_showsurfaces.integer)
13007 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13009 for (i = 0;i < r_refdef.scene.numentities;i++)
13011 if (!r_refdef.viewcache.entityvisible[i])
13013 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13014 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13018 extern cvar_t mod_collision_bih;
13019 void R_DrawDebugModel(void)
13021 entity_render_t *ent = rsurface.entity;
13022 int i, j, k, l, flagsmask;
13023 const msurface_t *surface;
13024 dp_model_t *model = ent->model;
13027 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13029 R_Mesh_ColorPointer(NULL, 0, 0);
13030 R_Mesh_ResetTextureState();
13031 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13032 GL_DepthRange(0, 1);
13033 GL_DepthTest(!r_showdisabledepthtest.integer);
13034 GL_DepthMask(false);
13035 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13037 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13041 qboolean cullbox = ent == r_refdef.scene.worldentity;
13042 const q3mbrush_t *brush;
13043 const bih_t *bih = &model->collision_bih;
13044 const bih_leaf_t *bihleaf;
13045 float vertex3f[3][3];
13046 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13048 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13050 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13052 switch (bihleaf->type)
13055 brush = model->brush.data_brushes + bihleaf->itemindex;
13056 if (brush->colbrushf && brush->colbrushf->numtriangles)
13058 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
13059 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);
13060 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
13063 case BIH_COLLISIONTRIANGLE:
13064 triangleindex = bihleaf->itemindex;
13065 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13066 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13067 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13068 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
13069 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);
13070 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
13072 case BIH_RENDERTRIANGLE:
13073 triangleindex = bihleaf->itemindex;
13074 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13075 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13076 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13077 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
13078 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);
13079 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
13085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13087 if (r_showtris.integer || r_shownormals.integer)
13089 if (r_showdisabledepthtest.integer)
13091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13092 GL_DepthMask(false);
13096 GL_BlendFunc(GL_ONE, GL_ZERO);
13097 GL_DepthMask(true);
13099 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13101 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13103 rsurface.texture = R_GetCurrentTexture(surface->texture);
13104 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13106 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
13107 if (r_showtris.value > 0)
13109 if (!rsurface.texture->currentlayers->depthmask)
13110 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13111 else if (ent == r_refdef.scene.worldentity)
13112 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13114 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13115 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
13116 R_Mesh_ColorPointer(NULL, 0, 0);
13117 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
13118 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13119 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
13120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
13121 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13124 if (r_shownormals.value < 0)
13126 qglBegin(GL_LINES);
13127 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13129 VectorCopy(rsurface.vertex3f + l * 3, v);
13130 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13131 qglVertex3f(v[0], v[1], v[2]);
13132 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
13133 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13134 qglVertex3f(v[0], v[1], v[2]);
13139 if (r_shownormals.value > 0)
13141 qglBegin(GL_LINES);
13142 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13144 VectorCopy(rsurface.vertex3f + l * 3, v);
13145 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13146 qglVertex3f(v[0], v[1], v[2]);
13147 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
13148 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13149 qglVertex3f(v[0], v[1], v[2]);
13153 qglBegin(GL_LINES);
13154 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13156 VectorCopy(rsurface.vertex3f + l * 3, v);
13157 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13158 qglVertex3f(v[0], v[1], v[2]);
13159 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
13160 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13161 qglVertex3f(v[0], v[1], v[2]);
13165 qglBegin(GL_LINES);
13166 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13168 VectorCopy(rsurface.vertex3f + l * 3, v);
13169 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13170 qglVertex3f(v[0], v[1], v[2]);
13171 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
13172 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13173 qglVertex3f(v[0], v[1], v[2]);
13180 rsurface.texture = NULL;
13184 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13185 int r_maxsurfacelist = 0;
13186 const msurface_t **r_surfacelist = NULL;
13187 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13189 int i, j, endj, flagsmask;
13190 dp_model_t *model = r_refdef.scene.worldmodel;
13191 msurface_t *surfaces;
13192 unsigned char *update;
13193 int numsurfacelist = 0;
13197 if (r_maxsurfacelist < model->num_surfaces)
13199 r_maxsurfacelist = model->num_surfaces;
13201 Mem_Free((msurface_t**)r_surfacelist);
13202 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13205 RSurf_ActiveWorldEntity();
13207 surfaces = model->data_surfaces;
13208 update = model->brushq1.lightmapupdateflags;
13210 // update light styles on this submodel
13211 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13213 model_brush_lightstyleinfo_t *style;
13214 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13216 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13218 int *list = style->surfacelist;
13219 style->value = r_refdef.scene.lightstylevalue[style->style];
13220 for (j = 0;j < style->numsurfaces;j++)
13221 update[list[j]] = true;
13226 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13230 R_DrawDebugModel();
13231 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13235 rsurface.uselightmaptexture = false;
13236 rsurface.texture = NULL;
13237 rsurface.rtlight = NULL;
13238 numsurfacelist = 0;
13239 // add visible surfaces to draw list
13240 for (i = 0;i < model->nummodelsurfaces;i++)
13242 j = model->sortedmodelsurfaces[i];
13243 if (r_refdef.viewcache.world_surfacevisible[j])
13244 r_surfacelist[numsurfacelist++] = surfaces + j;
13246 // update lightmaps if needed
13247 if (model->brushq1.firstrender)
13249 model->brushq1.firstrender = false;
13250 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13252 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13256 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13257 if (r_refdef.viewcache.world_surfacevisible[j])
13259 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13261 // don't do anything if there were no surfaces
13262 if (!numsurfacelist)
13264 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13267 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13268 GL_AlphaTest(false);
13270 // add to stats if desired
13271 if (r_speeds.integer && !skysurfaces && !depthonly)
13273 r_refdef.stats.world_surfaces += numsurfacelist;
13274 for (j = 0;j < numsurfacelist;j++)
13275 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13278 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13281 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13283 int i, j, endj, flagsmask;
13284 dp_model_t *model = ent->model;
13285 msurface_t *surfaces;
13286 unsigned char *update;
13287 int numsurfacelist = 0;
13291 if (r_maxsurfacelist < model->num_surfaces)
13293 r_maxsurfacelist = model->num_surfaces;
13295 Mem_Free((msurface_t **)r_surfacelist);
13296 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13299 // if the model is static it doesn't matter what value we give for
13300 // wantnormals and wanttangents, so this logic uses only rules applicable
13301 // to a model, knowing that they are meaningless otherwise
13302 if (ent == r_refdef.scene.worldentity)
13303 RSurf_ActiveWorldEntity();
13304 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13305 RSurf_ActiveModelEntity(ent, false, false, false);
13307 RSurf_ActiveModelEntity(ent, true, true, true);
13308 else if (depthonly)
13310 switch (vid.renderpath)
13312 case RENDERPATH_GL20:
13313 case RENDERPATH_CGGL:
13314 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13316 case RENDERPATH_GL13:
13317 case RENDERPATH_GL11:
13318 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13324 switch (vid.renderpath)
13326 case RENDERPATH_GL20:
13327 case RENDERPATH_CGGL:
13328 RSurf_ActiveModelEntity(ent, true, true, false);
13330 case RENDERPATH_GL13:
13331 case RENDERPATH_GL11:
13332 RSurf_ActiveModelEntity(ent, true, false, false);
13337 surfaces = model->data_surfaces;
13338 update = model->brushq1.lightmapupdateflags;
13340 // update light styles
13341 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13343 model_brush_lightstyleinfo_t *style;
13344 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13346 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13348 int *list = style->surfacelist;
13349 style->value = r_refdef.scene.lightstylevalue[style->style];
13350 for (j = 0;j < style->numsurfaces;j++)
13351 update[list[j]] = true;
13356 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13360 R_DrawDebugModel();
13361 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13365 rsurface.uselightmaptexture = false;
13366 rsurface.texture = NULL;
13367 rsurface.rtlight = NULL;
13368 numsurfacelist = 0;
13369 // add visible surfaces to draw list
13370 for (i = 0;i < model->nummodelsurfaces;i++)
13371 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13372 // don't do anything if there were no surfaces
13373 if (!numsurfacelist)
13375 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13378 // update lightmaps if needed
13382 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13387 R_BuildLightMap(ent, surfaces + j);
13392 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13394 R_BuildLightMap(ent, surfaces + j);
13395 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13396 GL_AlphaTest(false);
13398 // add to stats if desired
13399 if (r_speeds.integer && !skysurfaces && !depthonly)
13401 r_refdef.stats.entities_surfaces += numsurfacelist;
13402 for (j = 0;j < numsurfacelist;j++)
13403 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13406 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13409 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13411 static texture_t texture;
13412 static msurface_t surface;
13413 const msurface_t *surfacelist = &surface;
13415 // fake enough texture and surface state to render this geometry
13417 texture.update_lastrenderframe = -1; // regenerate this texture
13418 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13419 texture.currentskinframe = skinframe;
13420 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13421 texture.offsetmapping = OFFSETMAPPING_OFF;
13422 texture.offsetscale = 1;
13423 texture.specularscalemod = 1;
13424 texture.specularpowermod = 1;
13426 surface.texture = &texture;
13427 surface.num_triangles = numtriangles;
13428 surface.num_firsttriangle = firsttriangle;
13429 surface.num_vertices = numvertices;
13430 surface.num_firstvertex = firstvertex;
13433 rsurface.texture = R_GetCurrentTexture(surface.texture);
13434 rsurface.uselightmaptexture = false;
13435 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13438 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)
13440 static msurface_t surface;
13441 const msurface_t *surfacelist = &surface;
13443 // fake enough texture and surface state to render this geometry
13444 surface.texture = texture;
13445 surface.num_triangles = numtriangles;
13446 surface.num_firsttriangle = firsttriangle;
13447 surface.num_vertices = numvertices;
13448 surface.num_firstvertex = firstvertex;
13451 rsurface.texture = R_GetCurrentTexture(surface.texture);
13452 rsurface.uselightmaptexture = false;
13453 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);