2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "2", "scissor (1) and cull (2) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 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)"};
177 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"};
179 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"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
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!)"};
193 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)"};
195 extern cvar_t v_glslgamma;
197 extern qboolean v_flipped_state;
199 static struct r_bloomstate_s
204 int bloomwidth, bloomheight;
206 int screentexturewidth, screentextureheight;
207 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
209 int bloomtexturewidth, bloomtextureheight;
210 rtexture_t *texture_bloom;
212 // arrays for rendering the screen passes
213 float screentexcoord2f[8];
214 float bloomtexcoord2f[8];
215 float offsettexcoord2f[8];
217 r_viewport_t viewport;
221 r_waterstate_t r_waterstate;
223 /// shadow volume bsp struct with automatically growing nodes buffer
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
255 typedef struct r_qwskincache_s
257 char name[MAX_QPATH];
258 skinframe_t *skinframe;
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
275 const float r_d3dscreenvertex3f[12] =
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
286 for (i = 0;i < verts;i++)
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
300 for (i = 0;i < verts;i++)
310 // FIXME: move this to client?
313 if (gamemode == GAME_NEHAHRA)
315 Cvar_Set("gl_fogenable", "0");
316 Cvar_Set("gl_fogdensity", "0.2");
317 Cvar_Set("gl_fogred", "0.3");
318 Cvar_Set("gl_foggreen", "0.3");
319 Cvar_Set("gl_fogblue", "0.3");
321 r_refdef.fog_density = 0;
322 r_refdef.fog_red = 0;
323 r_refdef.fog_green = 0;
324 r_refdef.fog_blue = 0;
325 r_refdef.fog_alpha = 1;
326 r_refdef.fog_start = 0;
327 r_refdef.fog_end = 16384;
328 r_refdef.fog_height = 1<<30;
329 r_refdef.fog_fadedepth = 128;
330 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
333 static void R_BuildBlankTextures(void)
335 unsigned char data[4];
336 data[2] = 128; // normal X
337 data[1] = 128; // normal Y
338 data[0] = 255; // normal Z
339 data[3] = 128; // height
340 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358 static void R_BuildNoTexture(void)
361 unsigned char pix[16][16][4];
362 // this makes a light grey/dark grey checkerboard texture
363 for (y = 0;y < 16;y++)
365 for (x = 0;x < 16;x++)
367 if ((y < 8) ^ (x < 8))
383 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
386 static void R_BuildWhiteCube(void)
388 unsigned char data[6*1*1*4];
389 memset(data, 255, sizeof(data));
390 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNormalizationCube(void)
397 vec_t s, t, intensity;
400 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401 for (side = 0;side < 6;side++)
403 for (y = 0;y < NORMSIZE;y++)
405 for (x = 0;x < NORMSIZE;x++)
407 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 intensity = 127.0f / sqrt(DotProduct(v, v));
444 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447 data[((side*64+y)*64+x)*4+3] = 255;
451 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
455 static void R_BuildFogTexture(void)
459 unsigned char data1[FOGWIDTH][4];
460 //unsigned char data2[FOGWIDTH][4];
463 r_refdef.fogmasktable_start = r_refdef.fog_start;
464 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465 r_refdef.fogmasktable_range = r_refdef.fogrange;
466 r_refdef.fogmasktable_density = r_refdef.fog_density;
468 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
471 d = (x * r - r_refdef.fogmasktable_start);
472 if(developer_extra.integer)
473 Con_DPrintf("%f ", d);
475 if (r_fog_exp2.integer)
476 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
478 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479 if(developer_extra.integer)
480 Con_DPrintf(" : %f ", alpha);
481 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482 if(developer_extra.integer)
483 Con_DPrintf(" = %f\n", alpha);
484 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
487 for (x = 0;x < FOGWIDTH;x++)
489 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
494 //data2[x][0] = 255 - b;
495 //data2[x][1] = 255 - b;
496 //data2[x][2] = 255 - b;
499 if (r_texture_fogattenuation)
501 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
506 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
511 static void R_BuildFogHeightTexture(void)
513 unsigned char *inpixels;
521 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522 if (r_refdef.fogheighttexturename[0])
523 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
526 r_refdef.fog_height_tablesize = 0;
527 if (r_texture_fogheighttexture)
528 R_FreeTexture(r_texture_fogheighttexture);
529 r_texture_fogheighttexture = NULL;
530 if (r_refdef.fog_height_table2d)
531 Mem_Free(r_refdef.fog_height_table2d);
532 r_refdef.fog_height_table2d = NULL;
533 if (r_refdef.fog_height_table1d)
534 Mem_Free(r_refdef.fog_height_table1d);
535 r_refdef.fog_height_table1d = NULL;
539 r_refdef.fog_height_tablesize = size;
540 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
544 // LordHavoc: now the magic - what is that table2d for? it is a cooked
545 // average fog color table accounting for every fog layer between a point
546 // and the camera. (Note: attenuation is handled separately!)
547 for (y = 0;y < size;y++)
549 for (x = 0;x < size;x++)
555 for (j = x;j <= y;j++)
557 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
563 for (j = x;j >= y;j--)
565 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
576 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
579 //=======================================================================================================================================================
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "# extension GL_EXT_gpu_shader4 : enable\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "# extension GL_ARB_texture_gather : enable\n"
603 "# ifdef GL_AMD_texture_texture4\n"
604 "# extension GL_AMD_texture_texture4 : 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_MultiTexCoord4.xy;\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
700 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
702 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
704 "#ifdef USEVIEWTINT\n"
705 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// 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"
711 " float sobel = 1.0;\n"
712 " // vec2 ts = textureSize(Texture_First, 0);\n"
713 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 " vec2 px = PixelSize;\n"
715 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
717 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
720 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
723 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
726 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
745 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
749 "#ifdef USESATURATION\n"
750 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "#ifdef USEGAMMARAMPS\n"
757 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
763 "#else // !MODE_POSTPROCESS\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
775 "#ifdef VERTEX_SHADER\n"
778 " gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
782 "#ifdef USESPECULAR\n"
783 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
785 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
799 " gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
804 "#ifdef USESPECULAR\n"
805 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 " gl_FragColor *= tex2;\n"
810 " gl_FragColor += tex2;\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
818 "#else // !MODE_GENERIC\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
828 " gl_FrontColor = gl_Color;\n"
829 " TexCoord = gl_MultiTexCoord0.xy;\n"
830 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
841 " vec2 tc = TexCoord;\n"
842 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 " tc += BloomBlur_Parameters.xy;\n"
844 " for (i = 1;i < SAMPLES;i++)\n"
846 " color += texture2D(Texture_First, tc).rgb;\n"
847 " tc += BloomBlur_Parameters.xy;\n"
849 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
861 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 " ModelViewProjectionPosition = gl_Position;\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
882 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 " // FIXME temporary hack to detect the case that the reflection\n"
887 " // gets blackened at edges due to leaving the area that contains actual\n"
889 " // Remove this 'ack once we have a better way to stop this thing from\n"
891 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
899 "#else // !MODE_REFRACTION\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
914 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 " ModelViewProjectionPosition = gl_Position;\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
939 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 " // FIXME temporary hack to detect the case that the reflection\n"
945 " // gets blackened at edges due to leaving the area that contains actual\n"
947 " // Remove this 'ack once we have a better way to stop this thing from\n"
949 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
963 "#else // !MODE_WATER\n"
968 "// common definitions between vertex shader and fragment shader:\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1014 "uniform vec4 FogPlane;\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1024 "// 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"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1033 "uniform sampler2D Texture_Glow;\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1082 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 " fogfrac = fogheightpixel.a;\n"
1088 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1093 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1095 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 " // 14 sample relief mapping: linear search and then binary search\n"
1106 " // this basically steps forward a small amount repeatedly until it finds\n"
1107 " // itself inside solid, then jitters forward and back using decreasing\n"
1108 " // amounts to find the impact\n"
1109 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 " vec3 RT = vec3(TexCoord, 1);\n"
1113 " OffsetVector *= 0.1;\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1124 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1130 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 " // this basically moves forward the full distance, and then backs up based\n"
1132 " // on height of samples\n"
1133 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 " TexCoord += OffsetVector;\n"
1137 " OffsetVector *= 0.333;\n"
1138 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " return TexCoord;\n"
1144 "#endif // USEOFFSETMAPPING\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1174 "# ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1177 " vec3 adir = abs(dir);\n"
1178 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1185 " vec3 adir = abs(dir);\n"
1186 " float ma = adir.z;\n"
1187 " vec4 proj = vec4(dir, 2.5);\n"
1188 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 " 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"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1200 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1203 "# ifdef USESHADOWSAMPLER\n"
1204 "# ifdef USESHADOWMAPPCF\n"
1205 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1206 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 " 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"
1209 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1212 "# ifdef USESHADOWMAPPCF\n"
1213 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "# ifdef GL_ARB_texture_gather\n"
1215 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1217 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1219 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "# if USESHADOWMAPPCF > 1\n"
1221 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1225 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1226 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1227 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1228 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1229 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1230 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 " locols.yz += group2.ab;\n"
1233 " hicols.yz += group8.rg;\n"
1234 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 " mix(locols, hicols, offset.y);\n"
1237 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 " f = dot(cols, vec4(1.0/25.0));\n"
1241 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1244 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1245 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# ifdef GL_EXT_gpu_shader4\n"
1251 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1253 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1255 "# if USESHADOWMAPPCF > 1\n"
1256 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 " center *= ShadowMap_TextureScale;\n"
1258 " 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"
1259 " 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"
1260 " 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"
1261 " 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"
1262 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1268 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1269 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1274 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1277 "# ifdef USESHADOWMAPORTHO\n"
1278 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1299 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 " gl_FrontColor = gl_Color;\n"
1302 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1305 " // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1313 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1318 "#endif // VERTEX_SHADER\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 " // apply offsetmapping\n"
1325 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1329 "#ifdef USEALPHAKILL\n"
1330 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1345 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1349 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1362 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1365 "#endif // VERTEX_SHADER\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1380 " // calculate viewspace pixel position\n"
1381 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1383 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 " // decode viewspace pixel normal\n"
1386 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 " // surfacenormal = pixel normal in viewspace\n"
1389 " // LightVector = pixel to light in viewspace\n"
1390 " // CubeVector = position in lightspace\n"
1391 " // eyevector = pixel to view in viewspace\n"
1392 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 " // calculate diffuse shading\n"
1396 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1399 "#ifdef USESPECULAR\n"
1400 " // calculate directional shading\n"
1401 " vec3 eyevector = position * -1.0;\n"
1402 "# ifdef USEEXACTSPECULARMATH\n"
1403 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1405 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 " fade *= ShadowMapCompare(CubeVector);\n"
1414 "#ifdef USEDIFFUSE\n"
1415 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1417 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1419 "#ifdef USESPECULAR\n"
1420 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1422 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1425 "# ifdef USECUBEFILTER\n"
1426 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 " gl_FragData[0].rgb *= cubecolor;\n"
1428 " gl_FragData[1].rgb *= cubecolor;\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 " gl_FrontColor = gl_Color;\n"
1453 " // copy the surface texcoord\n"
1454 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1458 "#ifdef USELIGHTMAP\n"
1459 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 " // transform vertex position into light attenuation/cubemap space\n"
1464 " // (-1 to +1 across the light box)\n"
1465 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1467 "# ifdef USEDIFFUSE\n"
1468 " // transform unnormalized light direction into tangent space\n"
1469 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 " // normalize it per pixel)\n"
1471 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1484 " // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1493 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 " VectorS = gl_MultiTexCoord1.xyz;\n"
1499 " VectorT = gl_MultiTexCoord2.xyz;\n"
1500 " VectorR = gl_MultiTexCoord3.xyz;\n"
1503 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1510 "#ifdef USEREFLECTION\n"
1511 " ModelViewProjectionPosition = gl_Position;\n"
1514 "#endif // VERTEX_SHADER\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1530 "uniform myhalf3 Color_Glow;\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 " // apply offsetmapping\n"
1554 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1558 " // combine the diffuse textures (base, pants, shirt)\n"
1559 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 " if (color.a < 0.5)\n"
1564 " color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1574 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1577 " // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1581 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1584 " // get the material colors\n"
1585 " myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1590 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 " // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1614 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1617 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1620 " color.rgb = diffusetex * Color_Ambient;\n"
1622 " color.rgb *= LightColor;\n"
1623 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1627 "# ifdef USECUBEFILTER\n"
1628 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1637 "#ifdef USEDIFFUSE\n"
1638 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1644 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 " // convert modelspace light vector to tangentspace\n"
1648 " myhalf3 lightnormal;\n"
1649 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1665 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 " color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1696 "# ifdef USEDIFFUSE\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "# ifdef USESPECULAR\n"
1699 "# ifdef USEEXACTSPECULARMATH\n"
1700 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1702 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1705 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1707 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1728 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1733 " color.rgb = FogVertex(color.rgb);\n"
1736 " // 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"
1737 "#ifdef USEREFLECTION\n"
1738 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 " // FIXME temporary hack to detect the case that the reflection\n"
1743 " // gets blackened at edges due to leaving the area that contains actual\n"
1745 " // Remove this 'ack once we have a better way to stop this thing from\n"
1747 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1755 " gl_FragColor = vec4(color);\n"
1757 "#endif // FRAGMENT_SHADER\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1771 =========================================================================================================================================================
1775 =========================================================================================================================================================
1779 =========================================================================================================================================================
1783 =========================================================================================================================================================
1787 =========================================================================================================================================================
1791 =========================================================================================================================================================
1795 =========================================================================================================================================================
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1838 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 " Depth = gl_Position.z;\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1850 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 " temp.yz -= floor(temp.yz);\n"
1853 " gl_FragColor = temp;\n"
1854 "// gl_FragColor = float4(Depth,0,0,0);\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1872 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1884 " gl_FragColor = gl_FrontColor;\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1894 "#ifdef VERTEX_SHADER\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1906 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1909 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1942 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1944 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1946 "#ifdef USEVIEWTINT\n"
1947 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// 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"
1953 " float sobel = 1.0;\n"
1954 " // float2 ts = textureSize(Texture_First, 0);\n"
1955 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 " float2 px = PixelSize;\n"
1957 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1959 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1962 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1965 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1968 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1986 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1987 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1991 "#ifdef USESATURATION\n"
1992 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2005 "#else // !MODE_POSTPROCESS\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2030 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2032 " gl_FrontColor = gl_Color; // Cg is forward\n"
2034 "#ifdef USEDIFFUSE\n"
2035 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2037 "#ifdef USESPECULAR\n"
2038 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2040 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2057 "out float4 gl_FragColor : COLOR\n"
2060 " gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#ifdef USESPECULAR\n"
2066 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 " gl_FragColor *= tex2;\n"
2071 " gl_FragColor += tex2;\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "#else // !MODE_GENERIC\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2095 " TexCoord = gl_MultiTexCoord0.xy;\n"
2096 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2111 " float2 tc = TexCoord;\n"
2112 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 " tc += BloomBlur_Parameters.xy;\n"
2114 " for (i = 1;i < SAMPLES;i++)\n"
2116 " color += tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2119 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 " ModelViewProjectionPosition = gl_Position;\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2160 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 " // FIXME temporary hack to detect the case that the reflection\n"
2165 " // gets blackened at edges due to leaving the area that contains actual\n"
2167 " // Remove this 'ack once we have a better way to stop this thing from\n"
2169 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2177 "#else // !MODE_REFRACTION\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2350 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2352 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 " 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"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "# ifdef USESHADOWSAMPLER\n"
2375 "# ifdef USESHADOWMAPPCF\n"
2376 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2377 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2383 "# ifdef USESHADOWMAPPCF\n"
2384 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "# ifdef GL_ARB_texture_gather\n"
2386 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2388 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2390 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "# if USESHADOWMAPPCF > 1\n"
2392 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2396 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2397 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2398 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2399 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2400 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2401 " float4 locols = float4(group1.ab, group3.ab);\n"
2402 " float4 hicols = float4(group7.rg, group9.rg);\n"
2403 " locols.yz += group2.ab;\n"
2404 " hicols.yz += group8.rg;\n"
2405 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 " lerp(locols, hicols, offset.y);\n"
2408 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 " f = dot(cols, float4(1.0/25.0));\n"
2412 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2415 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2416 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 "# ifdef GL_EXT_gpu_shader4\n"
2422 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2424 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2426 "# if USESHADOWMAPPCF > 1\n"
2427 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 " center *= ShadowMap_TextureScale;\n"
2429 " 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"
2430 " 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"
2431 " 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"
2432 " 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"
2433 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2439 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2440 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2445 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2448 "# ifdef USESHADOWMAPORTHO\n"
2449 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2495 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2498 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2500 " gl_FrontColor = gl_Color; // Cg is forward\n"
2502 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2505 " // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2513 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 " VectorR.w = gl_Position.z;\n"
2519 "#endif // VERTEX_SHADER\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2541 "uniform half SpecularPower : register(c36),\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2546 "out float4 gl_FragColor : COLOR\n"
2550 " float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 " // apply offsetmapping\n"
2553 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2557 "#ifdef USEALPHAKILL\n"
2558 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2573 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2578 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 " float Depth = VectorR.w / 256.0;\n"
2580 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 " depthcolor.yz -= floor(depthcolor.yz);\n"
2583 " gl_FragData1 = depthcolor;\n"
2585 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2605 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2608 "#endif // VERTEX_SHADER\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2614 "float2 Pixel : VPOS,\n"
2616 "float2 Pixel : WPOS,\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2658 " // calculate viewspace pixel position\n"
2659 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 " float3 position;\n"
2663 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2665 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2667 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 " // decode viewspace pixel normal\n"
2669 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 " // surfacenormal = pixel normal in viewspace\n"
2672 " // LightVector = pixel to light in viewspace\n"
2673 " // CubeVector = position in lightspace\n"
2674 " // eyevector = pixel to view in viewspace\n"
2675 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 " // calculate diffuse shading\n"
2679 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2682 "#ifdef USESPECULAR\n"
2683 " // calculate directional shading\n"
2684 " float3 eyevector = position * -1.0;\n"
2685 "# ifdef USEEXACTSPECULARMATH\n"
2686 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2688 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2701 "#ifdef USEDIFFUSE\n"
2702 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2704 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2706 "#ifdef USESPECULAR\n"
2707 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2709 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2712 "# ifdef USECUBEFILTER\n"
2713 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 " gl_FragData0.rgb *= cubecolor;\n"
2715 " gl_FragData1.rgb *= cubecolor;\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2724 "#ifdef VERTEX_SHADER\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2789 "out float4 gl_Position : POSITION\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2794 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2796 " gl_FrontColor = gl_Color; // Cg is forward\n"
2799 " // copy the surface texcoord\n"
2800 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2804 "#ifdef USELIGHTMAP\n"
2805 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 " // transform vertex position into light attenuation/cubemap space\n"
2810 " // (-1 to +1 across the light box)\n"
2811 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2813 "# ifdef USEDIFFUSE\n"
2814 " // transform unnormalized light direction into tangent space\n"
2815 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 " // normalize it per pixel)\n"
2817 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2830 " // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2839 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 " VectorS = gl_MultiTexCoord1.xyz;\n"
2845 " VectorT = gl_MultiTexCoord2.xyz;\n"
2846 " VectorR = gl_MultiTexCoord3.xyz;\n"
2849 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2856 "#ifdef USEREFLECTION\n"
2857 " ModelViewProjectionPosition = gl_Position;\n"
2860 "#endif // VERTEX_SHADER\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2870 "float2 Pixel : VPOS,\n"
2872 "float2 Pixel : WPOS,\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3025 "out float4 gl_FragColor : COLOR\n"
3028 " float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 " // apply offsetmapping\n"
3034 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3038 " // combine the diffuse textures (base, pants, shirt)\n"
3039 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 " if (color.a < 0.5)\n"
3044 " color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3054 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3057 " // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3061 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3064 " // get the material colors\n"
3065 " half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3070 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 " // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 " half3 lightnormal = half3(normalize(LightVector));\n"
3088 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3094 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3097 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3100 " color.rgb = diffusetex * Color_Ambient;\n"
3102 " color.rgb *= LightColor;\n"
3103 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3112 "# ifdef USECUBEFILTER\n"
3113 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3120 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3122 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "// color.r = half(shadowmaptc.z);\n"
3132 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "// color.r = half(shadowmaptc.z);\n"
3135 "// color.rgb = abs(CubeVector);\n"
3137 "// color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3145 "#ifdef USEDIFFUSE\n"
3146 " half3 lightnormal = half3(normalize(LightVector));\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3152 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 " // convert modelspace light vector to tangentspace\n"
3156 " half3 lightnormal;\n"
3157 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3173 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3204 "# ifdef USEDIFFUSE\n"
3205 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "# ifdef USESPECULAR\n"
3207 "# ifdef USEEXACTSPECULARMATH\n"
3208 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3210 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3213 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3215 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3218 " color.rgb = diffusetex * Color_Ambient;\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3238 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3243 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3246 " // 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"
3247 "#ifdef USEREFLECTION\n"
3248 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 " // FIXME temporary hack to detect the case that the reflection\n"
3253 " // gets blackened at edges due to leaving the area that contains actual\n"
3255 " // Remove this 'ack once we have a better way to stop this thing from\n"
3257 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3265 " gl_FragColor = float4(color);\n"
3267 "#endif // FRAGMENT_SHADER\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3284 //=======================================================================================================================================================
3286 typedef struct shaderpermutationinfo_s
3288 const char *pretext;
3291 shaderpermutationinfo_t;
3293 typedef struct shadermodeinfo_s
3295 const char *vertexfilename;
3296 const char *geometryfilename;
3297 const char *fragmentfilename;
3298 const char *pretext;
3303 typedef enum shaderpermutation_e
3305 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3335 shaderpermutation_t;
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3340 {"#define USEDIFFUSE\n", " diffuse"},
3341 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342 {"#define USEVIEWTINT\n", " viewtint"},
3343 {"#define USECOLORMAPPING\n", " colormapping"},
3344 {"#define USESATURATION\n", " saturation"},
3345 {"#define USEFOGINSIDE\n", " foginside"},
3346 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348 {"#define USEGAMMARAMPS\n", " gammaramps"},
3349 {"#define USECUBEFILTER\n", " cubefilter"},
3350 {"#define USEGLOW\n", " glow"},
3351 {"#define USEBLOOM\n", " bloom"},
3352 {"#define USESPECULAR\n", " specular"},
3353 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355 {"#define USEREFLECTION\n", " reflection"},
3356 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365 {"#define USEALPHAKILL\n", " alphakill"},
3366 {"#define USEREFLECTCUBE\n", " reflectcube"},
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3372 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3395 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3416 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3438 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3459 /// hash lookup data
3460 struct r_glsl_permutation_s *hashnext;
3462 unsigned int permutation;
3464 /// indicates if we have tried compiling this permutation already
3466 /// 0 if compilation failed
3468 /// locations of detected uniforms in program object, or -1 if not found
3469 int loc_Texture_First;
3470 int loc_Texture_Second;
3471 int loc_Texture_GammaRamps;
3472 int loc_Texture_Normal;
3473 int loc_Texture_Color;
3474 int loc_Texture_Gloss;
3475 int loc_Texture_Glow;
3476 int loc_Texture_SecondaryNormal;
3477 int loc_Texture_SecondaryColor;
3478 int loc_Texture_SecondaryGloss;
3479 int loc_Texture_SecondaryGlow;
3480 int loc_Texture_Pants;
3481 int loc_Texture_Shirt;
3482 int loc_Texture_FogHeightTexture;
3483 int loc_Texture_FogMask;
3484 int loc_Texture_Lightmap;
3485 int loc_Texture_Deluxemap;
3486 int loc_Texture_Attenuation;
3487 int loc_Texture_Cube;
3488 int loc_Texture_Refraction;
3489 int loc_Texture_Reflection;
3490 int loc_Texture_ShadowMap2D;
3491 int loc_Texture_CubeProjection;
3492 int loc_Texture_ScreenDepth;
3493 int loc_Texture_ScreenNormalMap;
3494 int loc_Texture_ScreenDiffuse;
3495 int loc_Texture_ScreenSpecular;
3496 int loc_Texture_ReflectMask;
3497 int loc_Texture_ReflectCube;
3499 int loc_BloomBlur_Parameters;
3501 int loc_Color_Ambient;
3502 int loc_Color_Diffuse;
3503 int loc_Color_Specular;
3505 int loc_Color_Pants;
3506 int loc_Color_Shirt;
3507 int loc_DeferredColor_Ambient;
3508 int loc_DeferredColor_Diffuse;
3509 int loc_DeferredColor_Specular;
3510 int loc_DeferredMod_Diffuse;
3511 int loc_DeferredMod_Specular;
3512 int loc_DistortScaleRefractReflect;
3513 int loc_EyePosition;
3515 int loc_FogHeightFade;
3517 int loc_FogPlaneViewDist;
3518 int loc_FogRangeRecip;
3521 int loc_LightPosition;
3522 int loc_OffsetMapping_Scale;
3524 int loc_ReflectColor;
3525 int loc_ReflectFactor;
3526 int loc_ReflectOffset;
3527 int loc_RefractColor;
3529 int loc_ScreenCenterRefractReflect;
3530 int loc_ScreenScaleRefractReflect;
3531 int loc_ScreenToDepth;
3532 int loc_ShadowMap_Parameters;
3533 int loc_ShadowMap_TextureScale;
3534 int loc_SpecularPower;
3539 int loc_ViewTintColor;
3540 int loc_ViewToLight;
3541 int loc_ModelToLight;
3543 int loc_BackgroundTexMatrix;
3544 int loc_ModelViewProjectionMatrix;
3545 int loc_ModelViewMatrix;
3546 int loc_PixelToScreenTexCoord;
3547 int loc_ModelToReflectCube;
3548 int loc_ShadowMapMatrix;
3549 int loc_BloomColorSubtract;
3551 r_glsl_permutation_t;
3553 #define SHADERPERMUTATION_HASHSIZE 256
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3564 //unsigned int hashdepth = 0;
3565 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566 r_glsl_permutation_t *p;
3567 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3569 if (p->mode == mode && p->permutation == permutation)
3571 //if (hashdepth > 10)
3572 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3577 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3579 p->permutation = permutation;
3580 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581 r_glsl_permutationhash[mode][hashindex] = p;
3582 //if (hashdepth > 10)
3583 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3590 if (!filename || !filename[0])
3592 if (!strcmp(filename, "glsl/default.glsl"))
3594 if (!glslshaderstring)
3596 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597 if (glslshaderstring)
3598 Con_DPrintf("Loading shaders from file %s...\n", filename);
3600 glslshaderstring = (char *)builtinshaderstring;
3602 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604 return shaderstring;
3606 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3609 if (printfromdisknotice)
3610 Con_DPrintf("from disk %s... ", filename);
3611 return shaderstring;
3613 return shaderstring;
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3619 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620 int vertstrings_count = 0;
3621 int geomstrings_count = 0;
3622 int fragstrings_count = 0;
3623 char *vertexstring, *geometrystring, *fragmentstring;
3624 const char *vertstrings_list[32+3];
3625 const char *geomstrings_list[32+3];
3626 const char *fragstrings_list[32+3];
3627 char permutationname[256];
3634 permutationname[0] = 0;
3635 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3639 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3641 // the first pretext is which type of shader to compile as
3642 // (later these will all be bound together as a program object)
3643 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3647 // the second pretext is the mode (for example a light source)
3648 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3653 // now add all the permutation pretexts
3654 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3656 if (permutation & (1<<i))
3658 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3665 // keep line numbers correct
3666 vertstrings_list[vertstrings_count++] = "\n";
3667 geomstrings_list[geomstrings_count++] = "\n";
3668 fragstrings_list[fragstrings_count++] = "\n";
3672 // now append the shader text itself
3673 vertstrings_list[vertstrings_count++] = vertexstring;
3674 geomstrings_list[geomstrings_count++] = geometrystring;
3675 fragstrings_list[fragstrings_count++] = fragmentstring;
3677 // if any sources were NULL, clear the respective list
3679 vertstrings_count = 0;
3680 if (!geometrystring)
3681 geomstrings_count = 0;
3682 if (!fragmentstring)
3683 fragstrings_count = 0;
3685 // compile the shader program
3686 if (vertstrings_count + geomstrings_count + fragstrings_count)
3687 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3691 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692 // look up all the uniform variable names we care about, so we don't
3693 // have to look them up every time we set them
3695 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3696 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3697 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3700 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3725 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3727 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3730 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3731 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3732 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3740 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3741 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3743 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3746 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3747 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3748 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3750 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3751 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3754 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3755 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3761 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3762 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3763 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3764 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3765 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3767 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3768 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3769 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776 // initialize the samplers to refer to the texture units we use
3777 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3778 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3779 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3780 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3781 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3782 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3783 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3784 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3790 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3792 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3793 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3794 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3795 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3796 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3797 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3798 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3799 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3801 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3803 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3805 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3807 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3810 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3814 Mem_Free(vertexstring);
3816 Mem_Free(geometrystring);
3818 Mem_Free(fragmentstring);
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3823 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824 if (r_glsl_permutation != perm)
3826 r_glsl_permutation = perm;
3827 if (!r_glsl_permutation->program)
3829 if (!r_glsl_permutation->compiled)
3830 R_GLSL_CompilePermutation(perm, mode, permutation);
3831 if (!r_glsl_permutation->program)
3833 // remove features until we find a valid permutation
3835 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3837 // reduce i more quickly whenever it would not remove any bits
3838 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839 if (!(permutation & j))
3842 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843 if (!r_glsl_permutation->compiled)
3844 R_GLSL_CompilePermutation(perm, mode, permutation);
3845 if (r_glsl_permutation->program)
3848 if (i >= SHADERPERMUTATION_COUNT)
3850 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852 qglUseProgramObjectARB(0);CHECKGLERROR
3853 return; // no bit left to clear, entire mode is broken
3858 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3860 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3870 /// hash lookup data
3871 struct r_cg_permutation_s *hashnext;
3873 unsigned int permutation;
3875 /// indicates if we have tried compiling this permutation already
3877 /// 0 if compilation failed
3880 /// locations of detected parameters in programs, or NULL if not found
3881 CGparameter vp_EyePosition;
3882 CGparameter vp_FogPlane;
3883 CGparameter vp_LightDir;
3884 CGparameter vp_LightPosition;
3885 CGparameter vp_ModelToLight;
3886 CGparameter vp_TexMatrix;
3887 CGparameter vp_BackgroundTexMatrix;
3888 CGparameter vp_ModelViewProjectionMatrix;
3889 CGparameter vp_ModelViewMatrix;
3890 CGparameter vp_ShadowMapMatrix;
3892 CGparameter fp_Texture_First;
3893 CGparameter fp_Texture_Second;
3894 CGparameter fp_Texture_GammaRamps;
3895 CGparameter fp_Texture_Normal;
3896 CGparameter fp_Texture_Color;
3897 CGparameter fp_Texture_Gloss;
3898 CGparameter fp_Texture_Glow;
3899 CGparameter fp_Texture_SecondaryNormal;
3900 CGparameter fp_Texture_SecondaryColor;
3901 CGparameter fp_Texture_SecondaryGloss;
3902 CGparameter fp_Texture_SecondaryGlow;
3903 CGparameter fp_Texture_Pants;
3904 CGparameter fp_Texture_Shirt;
3905 CGparameter fp_Texture_FogHeightTexture;
3906 CGparameter fp_Texture_FogMask;
3907 CGparameter fp_Texture_Lightmap;
3908 CGparameter fp_Texture_Deluxemap;
3909 CGparameter fp_Texture_Attenuation;
3910 CGparameter fp_Texture_Cube;
3911 CGparameter fp_Texture_Refraction;
3912 CGparameter fp_Texture_Reflection;
3913 CGparameter fp_Texture_ShadowMap2D;
3914 CGparameter fp_Texture_CubeProjection;
3915 CGparameter fp_Texture_ScreenDepth;
3916 CGparameter fp_Texture_ScreenNormalMap;
3917 CGparameter fp_Texture_ScreenDiffuse;
3918 CGparameter fp_Texture_ScreenSpecular;
3919 CGparameter fp_Texture_ReflectMask;
3920 CGparameter fp_Texture_ReflectCube;
3921 CGparameter fp_Alpha;
3922 CGparameter fp_BloomBlur_Parameters;
3923 CGparameter fp_ClientTime;
3924 CGparameter fp_Color_Ambient;
3925 CGparameter fp_Color_Diffuse;
3926 CGparameter fp_Color_Specular;
3927 CGparameter fp_Color_Glow;
3928 CGparameter fp_Color_Pants;
3929 CGparameter fp_Color_Shirt;
3930 CGparameter fp_DeferredColor_Ambient;
3931 CGparameter fp_DeferredColor_Diffuse;
3932 CGparameter fp_DeferredColor_Specular;
3933 CGparameter fp_DeferredMod_Diffuse;
3934 CGparameter fp_DeferredMod_Specular;
3935 CGparameter fp_DistortScaleRefractReflect;
3936 CGparameter fp_EyePosition;
3937 CGparameter fp_FogColor;
3938 CGparameter fp_FogHeightFade;
3939 CGparameter fp_FogPlane;
3940 CGparameter fp_FogPlaneViewDist;
3941 CGparameter fp_FogRangeRecip;
3942 CGparameter fp_LightColor;
3943 CGparameter fp_LightDir;
3944 CGparameter fp_LightPosition;
3945 CGparameter fp_OffsetMapping_Scale;
3946 CGparameter fp_PixelSize;
3947 CGparameter fp_ReflectColor;
3948 CGparameter fp_ReflectFactor;
3949 CGparameter fp_ReflectOffset;
3950 CGparameter fp_RefractColor;
3951 CGparameter fp_Saturation;
3952 CGparameter fp_ScreenCenterRefractReflect;
3953 CGparameter fp_ScreenScaleRefractReflect;
3954 CGparameter fp_ScreenToDepth;
3955 CGparameter fp_ShadowMap_Parameters;
3956 CGparameter fp_ShadowMap_TextureScale;
3957 CGparameter fp_SpecularPower;
3958 CGparameter fp_UserVec1;
3959 CGparameter fp_UserVec2;
3960 CGparameter fp_UserVec3;
3961 CGparameter fp_UserVec4;
3962 CGparameter fp_ViewTintColor;
3963 CGparameter fp_ViewToLight;
3964 CGparameter fp_PixelToScreenTexCoord;
3965 CGparameter fp_ModelToReflectCube;
3966 CGparameter fp_BloomColorSubtract;
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3977 #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));}}
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3981 //unsigned int hashdepth = 0;
3982 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983 r_cg_permutation_t *p;
3984 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3986 if (p->mode == mode && p->permutation == permutation)
3988 //if (hashdepth > 10)
3989 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3994 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3996 p->permutation = permutation;
3997 p->hashnext = r_cg_permutationhash[mode][hashindex];
3998 r_cg_permutationhash[mode][hashindex] = p;
3999 //if (hashdepth > 10)
4000 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4007 if (!filename || !filename[0])
4009 if (!strcmp(filename, "cg/default.cg"))
4011 if (!cgshaderstring)
4013 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4015 Con_DPrintf("Loading shaders from file %s...\n", filename);
4017 cgshaderstring = (char *)builtincgshaderstring;
4019 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021 return shaderstring;
4023 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4026 if (printfromdisknotice)
4027 Con_DPrintf("from disk %s... ", filename);
4028 return shaderstring;
4030 return shaderstring;
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4035 // TODO: load or create .fp and .vp shader files
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4041 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042 int vertstrings_count = 0, vertstring_length = 0;
4043 int geomstrings_count = 0, geomstring_length = 0;
4044 int fragstrings_count = 0, fragstring_length = 0;
4046 char *vertexstring, *geometrystring, *fragmentstring;
4047 char *vertstring, *geomstring, *fragstring;
4048 const char *vertstrings_list[32+3];
4049 const char *geomstrings_list[32+3];
4050 const char *fragstrings_list[32+3];
4051 char permutationname[256];
4052 char cachename[256];
4053 CGprofile vertexProfile;
4054 CGprofile fragmentProfile;
4062 permutationname[0] = 0;
4064 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4065 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4068 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069 strlcat(cachename, "cg/", sizeof(cachename));
4071 // the first pretext is which type of shader to compile as
4072 // (later these will all be bound together as a program object)
4073 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4077 // the second pretext is the mode (for example a light source)
4078 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082 strlcat(cachename, modeinfo->name, sizeof(cachename));
4084 // now add all the permutation pretexts
4085 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4087 if (permutation & (1<<i))
4089 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4097 // keep line numbers correct
4098 vertstrings_list[vertstrings_count++] = "\n";
4099 geomstrings_list[geomstrings_count++] = "\n";
4100 fragstrings_list[fragstrings_count++] = "\n";
4104 // replace spaces in the cachename with _ characters
4105 for (i = 0;cachename[i];i++)
4106 if (cachename[i] == ' ')
4109 // now append the shader text itself
4110 vertstrings_list[vertstrings_count++] = vertexstring;
4111 geomstrings_list[geomstrings_count++] = geometrystring;
4112 fragstrings_list[fragstrings_count++] = fragmentstring;
4114 // if any sources were NULL, clear the respective list
4116 vertstrings_count = 0;
4117 if (!geometrystring)
4118 geomstrings_count = 0;
4119 if (!fragmentstring)
4120 fragstrings_count = 0;
4122 vertstring_length = 0;
4123 for (i = 0;i < vertstrings_count;i++)
4124 vertstring_length += strlen(vertstrings_list[i]);
4125 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4129 geomstring_length = 0;
4130 for (i = 0;i < geomstrings_count;i++)
4131 geomstring_length += strlen(geomstrings_list[i]);
4132 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4136 fragstring_length = 0;
4137 for (i = 0;i < fragstrings_count;i++)
4138 fragstring_length += strlen(fragstrings_list[i]);
4139 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4145 //vertexProfile = CG_PROFILE_ARBVP1;
4146 //fragmentProfile = CG_PROFILE_ARBFP1;
4147 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4154 // try to load the cached shader, or generate one
4155 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4157 // if caching failed, do a dynamic compile for now
4159 if (vertstring[0] && !p->vprogram)
4160 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4162 if (fragstring[0] && !p->fprogram)
4163 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4166 // look up all the uniform variable names we care about, so we don't
4167 // have to look them up every time we set them
4171 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4174 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4175 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4176 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4177 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4188 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4191 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4220 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4222 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4235 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4236 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4238 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4241 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4242 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4243 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4245 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4249 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4250 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4257 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4258 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4259 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4260 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4268 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4271 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4275 Mem_Free(vertstring);
4277 Mem_Free(geomstring);
4279 Mem_Free(fragstring);
4281 Mem_Free(vertexstring);
4283 Mem_Free(geometrystring);
4285 Mem_Free(fragmentstring);
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4290 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4293 if (r_cg_permutation != perm)
4295 r_cg_permutation = perm;
4296 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4298 if (!r_cg_permutation->compiled)
4299 R_CG_CompilePermutation(perm, mode, permutation);
4300 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4302 // remove features until we find a valid permutation
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4306 // reduce i more quickly whenever it would not remove any bits
4307 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308 if (!(permutation & j))
4311 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312 if (!r_cg_permutation->compiled)
4313 R_CG_CompilePermutation(perm, mode, permutation);
4314 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4317 if (i >= SHADERPERMUTATION_COUNT)
4319 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321 return; // no bit left to clear, entire mode is broken
4327 if (r_cg_permutation->vprogram)
4329 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4335 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4338 if (r_cg_permutation->fprogram)
4340 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4346 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4351 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4358 cgGLSetTextureParameter(param, R_GetTexture(tex));
4359 cgGLEnableTextureParameter(param);
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4374 /// hash lookup data
4375 struct r_hlsl_permutation_s *hashnext;
4377 unsigned int permutation;
4379 /// indicates if we have tried compiling this permutation already
4381 /// NULL if compilation failed
4382 IDirect3DVertexShader9 *vertexshader;
4383 IDirect3DPixelShader9 *pixelshader;
4385 r_hlsl_permutation_t;
4387 typedef enum D3DVSREGISTER_e
4389 D3DVSREGISTER_TexMatrix = 0, // float4x4
4390 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394 D3DVSREGISTER_ModelToLight = 20, // float4x4
4395 D3DVSREGISTER_EyePosition = 24,
4396 D3DVSREGISTER_FogPlane = 25,
4397 D3DVSREGISTER_LightDir = 26,
4398 D3DVSREGISTER_LightPosition = 27,
4402 typedef enum D3DPSREGISTER_e
4404 D3DPSREGISTER_Alpha = 0,
4405 D3DPSREGISTER_BloomBlur_Parameters = 1,
4406 D3DPSREGISTER_ClientTime = 2,
4407 D3DPSREGISTER_Color_Ambient = 3,
4408 D3DPSREGISTER_Color_Diffuse = 4,
4409 D3DPSREGISTER_Color_Specular = 5,
4410 D3DPSREGISTER_Color_Glow = 6,
4411 D3DPSREGISTER_Color_Pants = 7,
4412 D3DPSREGISTER_Color_Shirt = 8,
4413 D3DPSREGISTER_DeferredColor_Ambient = 9,
4414 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415 D3DPSREGISTER_DeferredColor_Specular = 11,
4416 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417 D3DPSREGISTER_DeferredMod_Specular = 13,
4418 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419 D3DPSREGISTER_EyePosition = 15, // unused
4420 D3DPSREGISTER_FogColor = 16,
4421 D3DPSREGISTER_FogHeightFade = 17,
4422 D3DPSREGISTER_FogPlane = 18,
4423 D3DPSREGISTER_FogPlaneViewDist = 19,
4424 D3DPSREGISTER_FogRangeRecip = 20,
4425 D3DPSREGISTER_LightColor = 21,
4426 D3DPSREGISTER_LightDir = 22, // unused
4427 D3DPSREGISTER_LightPosition = 23,
4428 D3DPSREGISTER_OffsetMapping_Scale = 24,
4429 D3DPSREGISTER_PixelSize = 25,
4430 D3DPSREGISTER_ReflectColor = 26,
4431 D3DPSREGISTER_ReflectFactor = 27,
4432 D3DPSREGISTER_ReflectOffset = 28,
4433 D3DPSREGISTER_RefractColor = 29,
4434 D3DPSREGISTER_Saturation = 30,
4435 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437 D3DPSREGISTER_ScreenToDepth = 33,
4438 D3DPSREGISTER_ShadowMap_Parameters = 34,
4439 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440 D3DPSREGISTER_SpecularPower = 36,
4441 D3DPSREGISTER_UserVec1 = 37,
4442 D3DPSREGISTER_UserVec2 = 38,
4443 D3DPSREGISTER_UserVec3 = 39,
4444 D3DPSREGISTER_UserVec4 = 40,
4445 D3DPSREGISTER_ViewTintColor = 41,
4446 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447 D3DPSREGISTER_BloomColorSubtract = 43,
4448 D3DPSREGISTER_ViewToLight = 44, // float4x4
4449 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4463 //unsigned int hashdepth = 0;
4464 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465 r_hlsl_permutation_t *p;
4466 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4468 if (p->mode == mode && p->permutation == permutation)
4470 //if (hashdepth > 10)
4471 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4476 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4478 p->permutation = permutation;
4479 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480 r_hlsl_permutationhash[mode][hashindex] = p;
4481 //if (hashdepth > 10)
4482 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4489 if (!filename || !filename[0])
4491 if (!strcmp(filename, "hlsl/default.hlsl"))
4493 if (!hlslshaderstring)
4495 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496 if (hlslshaderstring)
4497 Con_DPrintf("Loading shaders from file %s...\n", filename);
4499 hlslshaderstring = (char *)builtincgshaderstring;
4501 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503 return shaderstring;
4505 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4508 if (printfromdisknotice)
4509 Con_DPrintf("from disk %s... ", filename);
4510 return shaderstring;
4512 return shaderstring;
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4521 DWORD *vsbin = NULL;
4522 DWORD *psbin = NULL;
4523 fs_offset_t vsbinsize;
4524 fs_offset_t psbinsize;
4525 // IDirect3DVertexShader9 *vs = NULL;
4526 // IDirect3DPixelShader9 *ps = NULL;
4527 ID3DXBuffer *vslog = NULL;
4528 ID3DXBuffer *vsbuffer = NULL;
4529 ID3DXConstantTable *vsconstanttable = NULL;
4530 ID3DXBuffer *pslog = NULL;
4531 ID3DXBuffer *psbuffer = NULL;
4532 ID3DXConstantTable *psconstanttable = NULL;
4535 char temp[MAX_INPUTLINE];
4536 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537 qboolean debugshader = gl_paranoid.integer != 0;
4538 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4542 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4545 if ((!vsbin && vertstring) || (!psbin && fragstring))
4547 const char* dllnames_d3dx9 [] =
4571 dllhandle_t d3dx9_dll = NULL;
4572 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575 dllfunction_t d3dx9_dllfuncs[] =
4577 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4578 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4579 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4582 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4584 DWORD shaderflags = 0;
4586 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589 if (vertstring && vertstring[0])
4593 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4599 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4602 vsbinsize = vsbuffer->GetBufferSize();
4603 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605 vsbuffer->Release();
4609 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4614 if (fragstring && fragstring[0])
4618 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4624 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4627 psbinsize = psbuffer->GetBufferSize();
4628 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630 psbuffer->Release();
4634 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4639 Sys_UnloadLibrary(&d3dx9_dll);
4642 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4646 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647 if (FAILED(vsresult))
4648 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650 if (FAILED(psresult))
4651 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4653 // free the shader data
4654 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4661 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662 int vertstrings_count = 0, vertstring_length = 0;
4663 int geomstrings_count = 0, geomstring_length = 0;
4664 int fragstrings_count = 0, fragstring_length = 0;
4666 char *vertexstring, *geometrystring, *fragmentstring;
4667 char *vertstring, *geomstring, *fragstring;
4668 const char *vertstrings_list[32+3];
4669 const char *geomstrings_list[32+3];
4670 const char *fragstrings_list[32+3];
4671 char permutationname[256];
4672 char cachename[256];
4677 p->vertexshader = NULL;
4678 p->pixelshader = NULL;
4680 permutationname[0] = 0;
4682 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4686 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687 strlcat(cachename, "hlsl/", sizeof(cachename));
4689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4694 // the first pretext is which type of shader to compile as
4695 // (later these will all be bound together as a program object)
4696 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4700 // the second pretext is the mode (for example a light source)
4701 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705 strlcat(cachename, modeinfo->name, sizeof(cachename));
4707 // now add all the permutation pretexts
4708 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4710 if (permutation & (1<<i))
4712 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4720 // keep line numbers correct
4721 vertstrings_list[vertstrings_count++] = "\n";
4722 geomstrings_list[geomstrings_count++] = "\n";
4723 fragstrings_list[fragstrings_count++] = "\n";
4727 // replace spaces in the cachename with _ characters
4728 for (i = 0;cachename[i];i++)
4729 if (cachename[i] == ' ')
4732 // now append the shader text itself
4733 vertstrings_list[vertstrings_count++] = vertexstring;
4734 geomstrings_list[geomstrings_count++] = geometrystring;
4735 fragstrings_list[fragstrings_count++] = fragmentstring;
4737 // if any sources were NULL, clear the respective list
4739 vertstrings_count = 0;
4740 if (!geometrystring)
4741 geomstrings_count = 0;
4742 if (!fragmentstring)
4743 fragstrings_count = 0;
4745 vertstring_length = 0;
4746 for (i = 0;i < vertstrings_count;i++)
4747 vertstring_length += strlen(vertstrings_list[i]);
4748 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4752 geomstring_length = 0;
4753 for (i = 0;i < geomstrings_count;i++)
4754 geomstring_length += strlen(geomstrings_list[i]);
4755 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4759 fragstring_length = 0;
4760 for (i = 0;i < fragstrings_count;i++)
4761 fragstring_length += strlen(fragstrings_list[i]);
4762 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4766 // try to load the cached shader, or generate one
4767 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4769 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4772 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4776 Mem_Free(vertstring);
4778 Mem_Free(geomstring);
4780 Mem_Free(fragstring);
4782 Mem_Free(vertexstring);
4784 Mem_Free(geometrystring);
4786 Mem_Free(fragmentstring);
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806 if (r_hlsl_permutation != perm)
4808 r_hlsl_permutation = perm;
4809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4811 if (!r_hlsl_permutation->compiled)
4812 R_HLSL_CompilePermutation(perm, mode, permutation);
4813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4815 // remove features until we find a valid permutation
4817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4819 // reduce i more quickly whenever it would not remove any bits
4820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821 if (!(permutation & j))
4824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825 if (!r_hlsl_permutation->compiled)
4826 R_HLSL_CompilePermutation(perm, mode, permutation);
4827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4830 if (i >= SHADERPERMUTATION_COUNT)
4832 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834 return; // no bit left to clear, entire mode is broken
4838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4847 void R_GLSL_Restart_f(void)
4849 unsigned int i, limit;
4850 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851 Mem_Free(glslshaderstring);
4852 glslshaderstring = NULL;
4853 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854 Mem_Free(cgshaderstring);
4855 cgshaderstring = NULL;
4856 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857 Mem_Free(hlslshaderstring);
4858 hlslshaderstring = NULL;
4859 switch(vid.renderpath)
4861 case RENDERPATH_D3D9:
4864 r_hlsl_permutation_t *p;
4865 r_hlsl_permutation = NULL;
4866 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871 for (i = 0;i < limit;i++)
4873 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4875 if (p->vertexshader)
4876 IDirect3DVertexShader9_Release(p->vertexshader);
4878 IDirect3DPixelShader9_Release(p->pixelshader);
4879 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4882 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4886 case RENDERPATH_D3D10:
4887 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4889 case RENDERPATH_D3D11:
4890 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4892 case RENDERPATH_GL20:
4894 r_glsl_permutation_t *p;
4895 r_glsl_permutation = NULL;
4896 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897 for (i = 0;i < limit;i++)
4899 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4901 GL_Backend_FreeProgram(p->program);
4902 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4905 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4908 case RENDERPATH_CGGL:
4911 r_cg_permutation_t *p;
4912 r_cg_permutation = NULL;
4913 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918 for (i = 0;i < limit;i++)
4920 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4923 cgDestroyProgram(p->vprogram);
4925 cgDestroyProgram(p->fprogram);
4926 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4929 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4933 case RENDERPATH_GL13:
4934 case RENDERPATH_GL11:
4939 void R_GLSL_DumpShader_f(void)
4944 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4947 FS_Print(file, "/* The engine may define the following macros:\n");
4948 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949 for (i = 0;i < SHADERMODE_COUNT;i++)
4950 FS_Print(file, glslshadermodeinfo[i].pretext);
4951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952 FS_Print(file, shaderpermutationinfo[i].pretext);
4953 FS_Print(file, "*/\n");
4954 FS_Print(file, builtinshaderstring);
4956 Con_Printf("glsl/default.glsl written\n");
4959 Con_Printf("failed to write to glsl/default.glsl\n");
4962 file = FS_OpenRealFile("cg/default.cg", "w", false);
4965 FS_Print(file, "/* The engine may define the following macros:\n");
4966 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967 for (i = 0;i < SHADERMODE_COUNT;i++)
4968 FS_Print(file, cgshadermodeinfo[i].pretext);
4969 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970 FS_Print(file, shaderpermutationinfo[i].pretext);
4971 FS_Print(file, "*/\n");
4972 FS_Print(file, builtincgshaderstring);
4974 Con_Printf("cg/default.cg written\n");
4977 Con_Printf("failed to write to cg/default.cg\n");
4981 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4984 FS_Print(file, "/* The engine may define the following macros:\n");
4985 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986 for (i = 0;i < SHADERMODE_COUNT;i++)
4987 FS_Print(file, hlslshadermodeinfo[i].pretext);
4988 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989 FS_Print(file, shaderpermutationinfo[i].pretext);
4990 FS_Print(file, "*/\n");
4991 FS_Print(file, builtincgshaderstring);
4993 Con_Printf("hlsl/default.hlsl written\n");
4996 Con_Printf("failed to write to hlsl/default.hlsl\n");
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5003 texturemode = GL_MODULATE;
5004 switch (vid.renderpath)
5006 case RENDERPATH_D3D9:
5008 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5009 R_Mesh_TexBind(GL20TU_FIRST , first );
5010 R_Mesh_TexBind(GL20TU_SECOND, second);
5013 case RENDERPATH_D3D10:
5014 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016 case RENDERPATH_D3D11:
5017 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5019 case RENDERPATH_GL20:
5020 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5021 R_Mesh_TexBind(GL20TU_FIRST , first );
5022 R_Mesh_TexBind(GL20TU_SECOND, second);
5024 case RENDERPATH_CGGL:
5027 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5028 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5032 case RENDERPATH_GL13:
5033 R_Mesh_TexBind(0, first );
5034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035 R_Mesh_TexBind(1, second);
5037 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5039 case RENDERPATH_GL11:
5040 R_Mesh_TexBind(0, first );
5045 void R_SetupShader_DepthOrShadow(void)
5047 switch (vid.renderpath)
5049 case RENDERPATH_D3D9:
5051 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5054 case RENDERPATH_D3D10:
5055 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5057 case RENDERPATH_D3D11:
5058 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5060 case RENDERPATH_GL20:
5061 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5063 case RENDERPATH_CGGL:
5065 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5068 case RENDERPATH_GL13:
5069 R_Mesh_TexBind(0, 0);
5070 R_Mesh_TexBind(1, 0);
5072 case RENDERPATH_GL11:
5073 R_Mesh_TexBind(0, 0);
5078 void R_SetupShader_ShowDepth(void)
5080 switch (vid.renderpath)
5082 case RENDERPATH_D3D9:
5084 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5087 case RENDERPATH_D3D10:
5088 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5090 case RENDERPATH_D3D11:
5091 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5093 case RENDERPATH_GL20:
5094 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5096 case RENDERPATH_CGGL:
5098 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5101 case RENDERPATH_GL13:
5103 case RENDERPATH_GL11:
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5135 // a blendfunc allows colormod if:
5136 // a) it can never keep the destination pixel invariant, or
5137 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138 // this is to prevent unintended side effects from colormod
5141 // IF there is a (s, sa) for which for all (d, da),
5142 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143 // THEN, for this (s, sa) and all (colormod, d, da):
5144 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145 // OBVIOUSLY, this means that
5146 // s*colormod * src(s*colormod, d, sa, da) = 0
5147 // dst(s*colormod, d, sa, da) = 1
5149 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5151 // main condition to leave dst color invariant:
5152 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5154 // s * 0 + d * dst(s, d, sa, da) == d
5155 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156 // => colormod is a problem for GL_SRC_COLOR only
5158 // s + d * dst(s, d, sa, da) == d
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_COLOR:
5163 // s*s + d * dst(s, d, sa, da) == d
5165 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod is never problematic for these
5167 // src == GL_ONE_MINUS_SRC_COLOR:
5168 // s*(1-s) + d * dst(s, d, sa, da) == d
5169 // => s == 0 or s == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod is a problem for GL_SRC_COLOR only
5172 // src == GL_DST_COLOR
5173 // s*d + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is always a problem
5179 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180 // => colormod is never problematic for these
5181 // => BUT, we do not know s! We must assume it is problematic
5182 // then... except in GL_ONE case, where we know all invariant
5184 // src == GL_ONE_MINUS_DST_COLOR
5185 // s*(1-d) + d * dst(s, d, sa, da) == d
5186 // => s == 0 (1-d is impossible to handle for our desired result)
5187 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188 // => colormod is never problematic for these
5189 // src == GL_SRC_ALPHA
5190 // s*sa + d * dst(s, d, sa, da) == d
5191 // => s == 0, or sa == 0
5192 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193 // => colormod breaks in the case GL_SRC_COLOR only
5194 // src == GL_ONE_MINUS_SRC_ALPHA
5195 // s*(1-sa) + d * dst(s, d, sa, da) == d
5196 // => s == 0, or sa == 1
5197 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198 // => colormod breaks in the case GL_SRC_COLOR only
5199 // src == GL_DST_ALPHA
5200 // s*da + d * dst(s, d, sa, da) == d
5202 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203 // => colormod is never problematic for these
5208 case GL_ONE_MINUS_SRC_COLOR:
5210 case GL_ONE_MINUS_SRC_ALPHA:
5211 if(dst == GL_SRC_COLOR)
5216 case GL_ONE_MINUS_DST_COLOR:
5218 case GL_ONE_MINUS_DST_ALPHA:
5228 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5230 // select a permutation of the lighting shader appropriate to this
5231 // combination of texture, entity, light source, and fogging, only use the
5232 // minimum features necessary to avoid wasting rendering time in the
5233 // fragment shader on features that are not being used
5234 unsigned int permutation = 0;
5235 unsigned int mode = 0;
5236 qboolean allow_colormod;
5237 static float dummy_colormod[3] = {1, 1, 1};
5238 float *colormod = rsurface.colormod;
5240 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241 if (rsurfacepass == RSURFPASS_BACKGROUND)
5243 // distorted background
5244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5246 mode = SHADERMODE_WATER;
5247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5250 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5252 mode = SHADERMODE_REFRACTION;
5253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5258 mode = SHADERMODE_GENERIC;
5259 permutation |= SHADERPERMUTATION_DIFFUSE;
5260 GL_BlendFunc(GL_ONE, GL_ZERO);
5261 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5263 GL_AlphaTest(false);
5265 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5267 if (r_glsl_offsetmapping.integer)
5269 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5275 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276 if (r_glsl_offsetmapping_reliefmapping.integer)
5277 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283 permutation |= SHADERPERMUTATION_ALPHAKILL;
5284 // normalmap (deferred prepass), may use alpha test on diffuse
5285 mode = SHADERMODE_DEFERREDGEOMETRY;
5286 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288 GL_AlphaTest(false);
5289 GL_BlendFunc(GL_ONE, GL_ZERO);
5290 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5292 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5294 if (r_glsl_offsetmapping.integer)
5296 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5302 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303 if (r_glsl_offsetmapping_reliefmapping.integer)
5304 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5307 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5310 mode = SHADERMODE_LIGHTSOURCE;
5311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314 permutation |= SHADERPERMUTATION_CUBEFILTER;
5315 if (diffusescale > 0)
5316 permutation |= SHADERPERMUTATION_DIFFUSE;
5317 if (specularscale > 0)
5319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320 if (r_shadow_glossexact.integer)
5321 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5323 if (r_refdef.fogenabled)
5324 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325 if (rsurface.texture->colormapping)
5326 permutation |= SHADERPERMUTATION_COLORMAPPING;
5327 if (r_shadow_usingshadowmap2d)
5329 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330 if(r_shadow_shadowmapvsdct)
5331 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5333 if (r_shadow_shadowmapsampler)
5334 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335 if (r_shadow_shadowmappcf > 1)
5336 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337 else if (r_shadow_shadowmappcf)
5338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5340 if (rsurface.texture->reflectmasktexture)
5341 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5346 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5348 if (r_glsl_offsetmapping.integer)
5350 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5356 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357 if (r_glsl_offsetmapping_reliefmapping.integer)
5358 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363 // unshaded geometry (fullbright or ambient model lighting)
5364 mode = SHADERMODE_FLATCOLOR;
5365 ambientscale = diffusescale = specularscale = 0;
5366 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367 permutation |= SHADERPERMUTATION_GLOW;
5368 if (r_refdef.fogenabled)
5369 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370 if (rsurface.texture->colormapping)
5371 permutation |= SHADERPERMUTATION_COLORMAPPING;
5372 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5374 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5377 if (r_shadow_shadowmapsampler)
5378 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379 if (r_shadow_shadowmappcf > 1)
5380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381 else if (r_shadow_shadowmappcf)
5382 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385 permutation |= SHADERPERMUTATION_REFLECTION;
5386 if (rsurface.texture->reflectmasktexture)
5387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5392 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5394 if (r_glsl_offsetmapping.integer)
5396 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5402 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403 if (r_glsl_offsetmapping_reliefmapping.integer)
5404 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5407 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409 // directional model lighting
5410 mode = SHADERMODE_LIGHTDIRECTION;
5411 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412 permutation |= SHADERPERMUTATION_GLOW;
5413 permutation |= SHADERPERMUTATION_DIFFUSE;
5414 if (specularscale > 0)
5416 permutation |= SHADERPERMUTATION_SPECULAR;
5417 if (r_shadow_glossexact.integer)
5418 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5420 if (r_refdef.fogenabled)
5421 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422 if (rsurface.texture->colormapping)
5423 permutation |= SHADERPERMUTATION_COLORMAPPING;
5424 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5426 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5429 if (r_shadow_shadowmapsampler)
5430 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431 if (r_shadow_shadowmappcf > 1)
5432 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433 else if (r_shadow_shadowmappcf)
5434 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5436 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437 permutation |= SHADERPERMUTATION_REFLECTION;
5438 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440 if (rsurface.texture->reflectmasktexture)
5441 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5446 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5448 if (r_glsl_offsetmapping.integer)
5450 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5456 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457 if (r_glsl_offsetmapping_reliefmapping.integer)
5458 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463 // ambient model lighting
5464 mode = SHADERMODE_LIGHTDIRECTION;
5465 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466 permutation |= SHADERPERMUTATION_GLOW;
5467 if (r_refdef.fogenabled)
5468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469 if (rsurface.texture->colormapping)
5470 permutation |= SHADERPERMUTATION_COLORMAPPING;
5471 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5473 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5476 if (r_shadow_shadowmapsampler)
5477 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478 if (r_shadow_shadowmappcf > 1)
5479 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480 else if (r_shadow_shadowmappcf)
5481 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5483 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484 permutation |= SHADERPERMUTATION_REFLECTION;
5485 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487 if (rsurface.texture->reflectmasktexture)
5488 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5495 if (r_glsl_offsetmapping.integer)
5497 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5503 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504 if (r_glsl_offsetmapping_reliefmapping.integer)
5505 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5511 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512 permutation |= SHADERPERMUTATION_GLOW;
5513 if (r_refdef.fogenabled)
5514 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515 if (rsurface.texture->colormapping)
5516 permutation |= SHADERPERMUTATION_COLORMAPPING;
5517 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5519 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5522 if (r_shadow_shadowmapsampler)
5523 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524 if (r_shadow_shadowmappcf > 1)
5525 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526 else if (r_shadow_shadowmappcf)
5527 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5529 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530 permutation |= SHADERPERMUTATION_REFLECTION;
5531 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533 if (rsurface.texture->reflectmasktexture)
5534 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535 if (FAKELIGHT_ENABLED)
5537 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538 mode = SHADERMODE_FAKELIGHT;
5539 permutation |= SHADERPERMUTATION_DIFFUSE;
5540 if (specularscale > 0)
5542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543 if (r_shadow_glossexact.integer)
5544 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5547 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5549 // deluxemapping (light direction texture)
5550 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5553 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554 permutation |= SHADERPERMUTATION_DIFFUSE;
5555 if (specularscale > 0)
5557 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558 if (r_shadow_glossexact.integer)
5559 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5562 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5564 // fake deluxemapping (uniform light direction in tangentspace)
5565 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566 permutation |= SHADERPERMUTATION_DIFFUSE;
5567 if (specularscale > 0)
5569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570 if (r_shadow_glossexact.integer)
5571 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5574 else if (rsurface.uselightmaptexture)
5576 // ordinary lightmapping (q1bsp, q3bsp)
5577 mode = SHADERMODE_LIGHTMAP;
5581 // ordinary vertex coloring (q3bsp)
5582 mode = SHADERMODE_VERTEXCOLOR;
5584 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5589 colormod = dummy_colormod;
5590 switch(vid.renderpath)
5592 case RENDERPATH_D3D9:
5594 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5595 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598 if (mode == SHADERMODE_LIGHTSOURCE)
5600 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5605 if (mode == SHADERMODE_LIGHTDIRECTION)
5607 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5610 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5616 if (mode == SHADERMODE_LIGHTSOURCE)
5618 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5624 // additive passes are only darkened by fog, not tinted
5625 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5630 if (mode == SHADERMODE_FLATCOLOR)
5632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5634 else if (mode == SHADERMODE_LIGHTDIRECTION)
5636 hlslPSSetParameter3f(D3DPSREGISTER_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]);
5637 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5639 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5646 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5649 hlslPSSetParameter3f(D3DPSREGISTER_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);
5650 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5652 // additive passes are only darkened by fog, not tinted
5653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5656 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5658 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5666 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671 if (rsurface.texture->pantstexture)
5672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5674 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675 if (rsurface.texture->shirttexture)
5676 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5678 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5687 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5688 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5689 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5690 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5691 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5692 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5693 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5694 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5695 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5696 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5697 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5698 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5700 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5701 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5704 if (rsurfacepass == RSURFPASS_BACKGROUND)
5706 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5712 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5714 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5715 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5716 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5717 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5718 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5720 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721 if (rsurface.rtlight)
5723 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5724 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5729 case RENDERPATH_D3D10:
5730 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5732 case RENDERPATH_D3D11:
5733 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5735 case RENDERPATH_GL20:
5736 if (gl_mesh_separatearrays.integer)
5738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5739 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5749 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5750 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5752 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754 if (mode == SHADERMODE_LIGHTSOURCE)
5756 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761 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);
5763 // additive passes are only darkened by fog, not tinted
5764 if (r_glsl_permutation->loc_FogColor >= 0)
5765 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5770 if (mode == SHADERMODE_FLATCOLOR)
5772 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5774 else if (mode == SHADERMODE_LIGHTDIRECTION)
5776 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) * 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]);
5777 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]);
5778 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);
5779 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);
5780 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);
5781 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5782 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]);
5786 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]);
5787 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]);
5788 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);
5789 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);
5790 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);
5792 // additive passes are only darkened by fog, not tinted
5793 if (r_glsl_permutation->loc_FogColor >= 0)
5795 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5798 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5800 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);
5801 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]);
5802 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]);
5803 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]);
5804 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]);
5805 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5809 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812 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]);
5813 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]);
5815 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816 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));
5817 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818 if (r_glsl_permutation->loc_Color_Pants >= 0)
5820 if (rsurface.texture->pantstexture)
5821 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5823 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5825 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5827 if (rsurface.texture->shirttexture)
5828 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5830 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5832 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]);
5833 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837 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]);
5838 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5840 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5841 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5842 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5843 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5844 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5845 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5846 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5847 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5848 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5849 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5850 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5851 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5852 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5853 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5854 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5856 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5857 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5860 if (rsurfacepass == RSURFPASS_BACKGROUND)
5862 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5868 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5870 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5871 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5872 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5873 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5874 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5876 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5877 if (rsurface.rtlight)
5879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5880 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5885 case RENDERPATH_CGGL:
5887 if (gl_mesh_separatearrays.integer)
5889 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5890 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5900 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5901 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5903 R_SetupShader_SetPermutationCG(mode, permutation);
5904 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905 if (mode == SHADERMODE_LIGHTSOURCE)
5907 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5912 if (mode == SHADERMODE_LIGHTDIRECTION)
5914 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
5917 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921 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
5924 if (mode == SHADERMODE_LIGHTSOURCE)
5926 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930 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
5932 // additive passes are only darkened by fog, not tinted
5933 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5938 if (mode == SHADERMODE_FLATCOLOR)
5940 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5942 else if (mode == SHADERMODE_LIGHTDIRECTION)
5944 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
5945 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
5946 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
5947 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
5948 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
5949 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
5950 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
5954 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
5955 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
5956 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
5957 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
5958 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
5960 // additive passes are only darkened by fog, not tinted
5961 if (r_cg_permutation->fp_FogColor)
5963 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5966 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5969 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
5970 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
5971 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
5972 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
5973 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
5974 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5978 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
5979 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
5980 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981 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
5982 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983 if (r_cg_permutation->fp_Color_Pants)
5985 if (rsurface.texture->pantstexture)
5986 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5988 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5991 if (r_cg_permutation->fp_Color_Shirt)
5993 if (rsurface.texture->shirttexture)
5994 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5996 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5999 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
6000 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004 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
6005 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6007 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6008 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6009 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6010 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6011 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6012 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6013 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6014 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6015 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6016 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6017 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6018 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6019 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6020 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6021 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
6022 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6023 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6024 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6027 if (rsurfacepass == RSURFPASS_BACKGROUND)
6029 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6035 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6037 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6038 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6039 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6040 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6041 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6043 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6044 if (rsurface.rtlight)
6046 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6047 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6054 case RENDERPATH_GL13:
6055 case RENDERPATH_GL11:
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6062 // select a permutation of the lighting shader appropriate to this
6063 // combination of texture, entity, light source, and fogging, only use the
6064 // minimum features necessary to avoid wasting rendering time in the
6065 // fragment shader on features that are not being used
6066 unsigned int permutation = 0;
6067 unsigned int mode = 0;
6068 const float *lightcolorbase = rtlight->currentcolor;
6069 float ambientscale = rtlight->ambientscale;
6070 float diffusescale = rtlight->diffusescale;
6071 float specularscale = rtlight->specularscale;
6072 // this is the location of the light in view space
6073 vec3_t viewlightorigin;
6074 // this transforms from view space (camera) to light space (cubemap)
6075 matrix4x4_t viewtolight;
6076 matrix4x4_t lighttoview;
6077 float viewtolight16f[16];
6078 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6080 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081 if (rtlight->currentcubemap != r_texture_whitecube)
6082 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083 if (diffusescale > 0)
6084 permutation |= SHADERPERMUTATION_DIFFUSE;
6085 if (specularscale > 0)
6087 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088 if (r_shadow_glossexact.integer)
6089 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6091 if (r_shadow_usingshadowmap2d)
6093 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094 if (r_shadow_shadowmapvsdct)
6095 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6097 if (r_shadow_shadowmapsampler)
6098 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099 if (r_shadow_shadowmappcf > 1)
6100 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101 else if (r_shadow_shadowmappcf)
6102 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6104 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108 switch(vid.renderpath)
6110 case RENDERPATH_D3D9:
6112 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6116 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6117 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6124 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6125 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6126 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6127 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6128 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6129 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6132 case RENDERPATH_D3D10:
6133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6135 case RENDERPATH_D3D11:
6136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6138 case RENDERPATH_GL20:
6139 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6142 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);
6143 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);
6144 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);
6145 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]);
6146 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]);
6147 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6148 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]);
6149 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6151 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6152 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6153 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6154 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6155 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6156 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6158 case RENDERPATH_CGGL:
6160 R_SetupShader_SetPermutationCG(mode, permutation);
6161 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163 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
6164 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
6165 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
6166 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
6167 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
6168 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6169 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
6170 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6173 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6174 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6175 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6180 case RENDERPATH_GL13:
6181 case RENDERPATH_GL11:
6186 #define SKINFRAME_HASH 1024
6190 int loadsequence; // incremented each level change
6191 memexpandablearray_t array;
6192 skinframe_t *hash[SKINFRAME_HASH];
6195 r_skinframe_t r_skinframe;
6197 void R_SkinFrame_PrepareForPurge(void)
6199 r_skinframe.loadsequence++;
6200 // wrap it without hitting zero
6201 if (r_skinframe.loadsequence >= 200)
6202 r_skinframe.loadsequence = 1;
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6209 // mark the skinframe as used for the purging code
6210 skinframe->loadsequence = r_skinframe.loadsequence;
6213 void R_SkinFrame_Purge(void)
6217 for (i = 0;i < SKINFRAME_HASH;i++)
6219 for (s = r_skinframe.hash[i];s;s = s->next)
6221 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6223 if (s->merged == s->base)
6225 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226 R_PurgeTexture(s->stain );s->stain = NULL;
6227 R_PurgeTexture(s->merged);s->merged = NULL;
6228 R_PurgeTexture(s->base );s->base = NULL;
6229 R_PurgeTexture(s->pants );s->pants = NULL;
6230 R_PurgeTexture(s->shirt );s->shirt = NULL;
6231 R_PurgeTexture(s->nmap );s->nmap = NULL;
6232 R_PurgeTexture(s->gloss );s->gloss = NULL;
6233 R_PurgeTexture(s->glow );s->glow = NULL;
6234 R_PurgeTexture(s->fog );s->fog = NULL;
6235 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236 s->loadsequence = 0;
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6244 char basename[MAX_QPATH];
6246 Image_StripImageExtension(name, basename, sizeof(basename));
6248 if( last == NULL ) {
6250 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251 item = r_skinframe.hash[hashindex];
6256 // linearly search through the hash bucket
6257 for( ; item ; item = item->next ) {
6258 if( !strcmp( item->basename, basename ) ) {
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6269 char basename[MAX_QPATH];
6271 Image_StripImageExtension(name, basename, sizeof(basename));
6273 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6279 rtexture_t *dyntexture;
6280 // check whether its a dynamic texture
6281 dyntexture = CL_GetDynTexture( basename );
6282 if (!add && !dyntexture)
6284 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285 memset(item, 0, sizeof(*item));
6286 strlcpy(item->basename, basename, sizeof(item->basename));
6287 item->base = dyntexture; // either NULL or dyntexture handle
6288 item->textureflags = textureflags;
6289 item->comparewidth = comparewidth;
6290 item->compareheight = compareheight;
6291 item->comparecrc = comparecrc;
6292 item->next = r_skinframe.hash[hashindex];
6293 r_skinframe.hash[hashindex] = item;
6295 else if( item->base == NULL )
6297 rtexture_t *dyntexture;
6298 // check whether its a dynamic texture
6299 // 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]
6300 dyntexture = CL_GetDynTexture( basename );
6301 item->base = dyntexture; // either NULL or dyntexture handle
6304 R_SkinFrame_MarkUsed(item);
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6310 unsigned long long avgcolor[5], wsum; \
6318 for(pix = 0; pix < cnt; ++pix) \
6321 for(comp = 0; comp < 3; ++comp) \
6323 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6326 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6328 for(comp = 0; comp < 3; ++comp) \
6329 avgcolor[comp] += getpixel * w; \
6332 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333 avgcolor[4] += getpixel; \
6335 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6337 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6347 unsigned char *pixels;
6348 unsigned char *bumppixels;
6349 unsigned char *basepixels = NULL;
6350 int basepixels_width = 0;
6351 int basepixels_height = 0;
6352 skinframe_t *skinframe;
6353 rtexture_t *ddsbase = NULL;
6354 qboolean ddshasalpha = false;
6355 float ddsavgcolor[4];
6356 char basename[MAX_QPATH];
6357 int miplevel = R_PicmipForFlags(textureflags);
6358 int savemiplevel = miplevel;
6361 if (cls.state == ca_dedicated)
6364 // return an existing skinframe if already loaded
6365 // if loading of the first image fails, don't make a new skinframe as it
6366 // would cause all future lookups of this to be missing
6367 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368 if (skinframe && skinframe->base)
6371 Image_StripImageExtension(name, basename, sizeof(basename));
6373 // check for DDS texture file first
6374 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6376 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377 if (basepixels == NULL)
6381 // FIXME handle miplevel
6383 if (developer_loading.integer)
6384 Con_Printf("loading skin \"%s\"\n", name);
6386 // we've got some pixels to store, so really allocate this new texture now
6388 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389 skinframe->stain = NULL;
6390 skinframe->merged = NULL;
6391 skinframe->base = NULL;
6392 skinframe->pants = NULL;
6393 skinframe->shirt = NULL;
6394 skinframe->nmap = NULL;
6395 skinframe->gloss = NULL;
6396 skinframe->glow = NULL;
6397 skinframe->fog = NULL;
6398 skinframe->reflect = NULL;
6399 skinframe->hasalpha = false;
6403 skinframe->base = ddsbase;
6404 skinframe->hasalpha = ddshasalpha;
6405 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406 if (r_loadfog && skinframe->hasalpha)
6407 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408 //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]);
6412 basepixels_width = image_width;
6413 basepixels_height = image_height;
6414 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);
6415 if (textureflags & TEXF_ALPHA)
6417 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6419 if (basepixels[j] < 255)
6421 skinframe->hasalpha = true;
6425 if (r_loadfog && skinframe->hasalpha)
6427 // has transparent pixels
6428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429 for (j = 0;j < image_width * image_height * 4;j += 4)
6434 pixels[j+3] = basepixels[j+3];
6436 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);
6440 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441 //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]);
6442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6450 mymiplevel = savemiplevel;
6451 if (r_loadnormalmap)
6452 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);
6453 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6455 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6461 // _norm is the name used by tenebrae and has been adopted as standard
6462 if (r_loadnormalmap && skinframe->nmap == NULL)
6464 mymiplevel = savemiplevel;
6465 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6467 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);
6471 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6473 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475 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);
6477 Mem_Free(bumppixels);
6479 else if (r_shadow_bumpscale_basetexture.value > 0)
6481 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483 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);
6486 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6490 // _luma is supported only for tenebrae compatibility
6491 // _glow is the preferred name
6492 mymiplevel = savemiplevel;
6493 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6495 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);
6496 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498 Mem_Free(pixels);pixels = NULL;
6501 mymiplevel = savemiplevel;
6502 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6504 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);
6505 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6511 mymiplevel = savemiplevel;
6512 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6514 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);
6515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6521 mymiplevel = savemiplevel;
6522 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6524 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);
6525 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6531 mymiplevel = savemiplevel;
6532 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6534 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);
6535 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6542 Mem_Free(basepixels);
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6551 unsigned char *temp1, *temp2;
6552 skinframe_t *skinframe;
6554 if (cls.state == ca_dedicated)
6557 // if already loaded just return it, otherwise make a new skinframe
6558 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559 if (skinframe && skinframe->base)
6562 skinframe->stain = NULL;
6563 skinframe->merged = NULL;
6564 skinframe->base = NULL;
6565 skinframe->pants = NULL;
6566 skinframe->shirt = NULL;
6567 skinframe->nmap = NULL;
6568 skinframe->gloss = NULL;
6569 skinframe->glow = NULL;
6570 skinframe->fog = NULL;
6571 skinframe->reflect = NULL;
6572 skinframe->hasalpha = false;
6574 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6578 if (developer_loading.integer)
6579 Con_Printf("loading 32bit skin \"%s\"\n", name);
6581 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6583 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584 temp2 = temp1 + width * height * 4;
6585 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586 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);
6589 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590 if (textureflags & TEXF_ALPHA)
6592 for (i = 3;i < width * height * 4;i += 4)
6594 if (skindata[i] < 255)
6596 skinframe->hasalpha = true;
6600 if (r_loadfog && skinframe->hasalpha)
6602 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603 memcpy(fogpixels, skindata, width * height * 4);
6604 for (i = 0;i < width * height * 4;i += 4)
6605 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607 Mem_Free(fogpixels);
6611 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612 //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]);
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6621 skinframe_t *skinframe;
6623 if (cls.state == ca_dedicated)
6626 // if already loaded just return it, otherwise make a new skinframe
6627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628 if (skinframe && skinframe->base)
6631 skinframe->stain = NULL;
6632 skinframe->merged = NULL;
6633 skinframe->base = NULL;
6634 skinframe->pants = NULL;
6635 skinframe->shirt = NULL;
6636 skinframe->nmap = NULL;
6637 skinframe->gloss = NULL;
6638 skinframe->glow = NULL;
6639 skinframe->fog = NULL;
6640 skinframe->reflect = NULL;
6641 skinframe->hasalpha = false;
6643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6647 if (developer_loading.integer)
6648 Con_Printf("loading quake skin \"%s\"\n", name);
6650 // 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)
6651 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652 memcpy(skinframe->qpixels, skindata, width*height);
6653 skinframe->qwidth = width;
6654 skinframe->qheight = height;
6657 for (i = 0;i < width * height;i++)
6658 featuresmask |= palette_featureflags[skindata[i]];
6660 skinframe->hasalpha = false;
6661 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663 skinframe->qgeneratemerged = true;
6664 skinframe->qgeneratebase = skinframe->qhascolormapping;
6665 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6667 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668 //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]);
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6677 unsigned char *skindata;
6679 if (!skinframe->qpixels)
6682 if (!skinframe->qhascolormapping)
6683 colormapped = false;
6687 if (!skinframe->qgeneratebase)
6692 if (!skinframe->qgeneratemerged)
6696 width = skinframe->qwidth;
6697 height = skinframe->qheight;
6698 skindata = skinframe->qpixels;
6700 if (skinframe->qgeneratenmap)
6702 unsigned char *temp1, *temp2;
6703 skinframe->qgeneratenmap = false;
6704 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705 temp2 = temp1 + width * height * 4;
6706 // use either a custom palette or the quake palette
6707 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709 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);
6713 if (skinframe->qgenerateglow)
6715 skinframe->qgenerateglow = false;
6716 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6721 skinframe->qgeneratebase = false;
6722 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);
6723 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6728 skinframe->qgeneratemerged = false;
6729 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);
6732 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6734 Mem_Free(skinframe->qpixels);
6735 skinframe->qpixels = NULL;
6739 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)
6742 skinframe_t *skinframe;
6744 if (cls.state == ca_dedicated)
6747 // if already loaded just return it, otherwise make a new skinframe
6748 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749 if (skinframe && skinframe->base)
6752 skinframe->stain = NULL;
6753 skinframe->merged = NULL;
6754 skinframe->base = NULL;
6755 skinframe->pants = NULL;
6756 skinframe->shirt = NULL;
6757 skinframe->nmap = NULL;
6758 skinframe->gloss = NULL;
6759 skinframe->glow = NULL;
6760 skinframe->fog = NULL;
6761 skinframe->reflect = NULL;
6762 skinframe->hasalpha = false;
6764 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6768 if (developer_loading.integer)
6769 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6771 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772 if (textureflags & TEXF_ALPHA)
6774 for (i = 0;i < width * height;i++)
6776 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6778 skinframe->hasalpha = true;
6782 if (r_loadfog && skinframe->hasalpha)
6783 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6786 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787 //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]);
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6794 skinframe_t *skinframe;
6796 if (cls.state == ca_dedicated)
6799 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800 skinframe->stain = NULL;
6801 skinframe->merged = NULL;
6802 skinframe->base = NULL;
6803 skinframe->pants = NULL;
6804 skinframe->shirt = NULL;
6805 skinframe->nmap = NULL;
6806 skinframe->gloss = NULL;
6807 skinframe->glow = NULL;
6808 skinframe->fog = NULL;
6809 skinframe->reflect = NULL;
6810 skinframe->hasalpha = false;
6812 skinframe->avgcolor[0] = rand() / RAND_MAX;
6813 skinframe->avgcolor[1] = rand() / RAND_MAX;
6814 skinframe->avgcolor[2] = rand() / RAND_MAX;
6815 skinframe->avgcolor[3] = 1;
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6824 qboolean flipx, flipy, flipdiagonal;
6827 static suffixinfo_t suffix[3][6] =
6830 {"px", false, false, false},
6831 {"nx", false, false, false},
6832 {"py", false, false, false},
6833 {"ny", false, false, false},
6834 {"pz", false, false, false},
6835 {"nz", false, false, false}
6838 {"posx", false, false, false},
6839 {"negx", false, false, false},
6840 {"posy", false, false, false},
6841 {"negy", false, false, false},
6842 {"posz", false, false, false},
6843 {"negz", false, false, false}
6846 {"rt", true, false, true},
6847 {"lf", false, true, true},
6848 {"ft", true, true, false},
6849 {"bk", false, false, false},
6850 {"up", true, false, true},
6851 {"dn", true, false, true}
6855 static int componentorder[4] = {0, 1, 2, 3};
6857 rtexture_t *R_LoadCubemap(const char *basename)
6859 int i, j, cubemapsize;
6860 unsigned char *cubemappixels, *image_buffer;
6861 rtexture_t *cubemaptexture;
6863 // must start 0 so the first loadimagepixels has no requested width/height
6865 cubemappixels = NULL;
6866 cubemaptexture = NULL;
6867 // keep trying different suffix groups (posx, px, rt) until one loads
6868 for (j = 0;j < 3 && !cubemappixels;j++)
6870 // load the 6 images in the suffix group
6871 for (i = 0;i < 6;i++)
6873 // generate an image name based on the base and and suffix
6874 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6876 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6878 // an image loaded, make sure width and height are equal
6879 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6881 // if this is the first image to load successfully, allocate the cubemap memory
6882 if (!cubemappixels && image_width >= 1)
6884 cubemapsize = image_width;
6885 // note this clears to black, so unavailable sides are black
6886 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6888 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6890 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);
6893 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6895 Mem_Free(image_buffer);
6899 // if a cubemap loaded, upload it
6902 if (developer_loading.integer)
6903 Con_Printf("loading cubemap \"%s\"\n", basename);
6905 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906 Mem_Free(cubemappixels);
6910 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911 if (developer_loading.integer)
6913 Con_Printf("(tried tried images ");
6914 for (j = 0;j < 3;j++)
6915 for (i = 0;i < 6;i++)
6916 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917 Con_Print(" and was unable to find any of them).\n");
6920 return cubemaptexture;
6923 rtexture_t *R_GetCubemap(const char *basename)
6926 for (i = 0;i < r_texture_numcubemaps;i++)
6927 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929 if (i >= MAX_CUBEMAPS)
6930 return r_texture_whitecube;
6931 r_texture_numcubemaps++;
6932 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934 return r_texture_cubemaps[i].texture;
6937 void R_FreeCubemaps(void)
6940 for (i = 0;i < r_texture_numcubemaps;i++)
6942 if (developer_loading.integer)
6943 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944 if (r_texture_cubemaps[i].texture)
6945 R_FreeTexture(r_texture_cubemaps[i].texture);
6947 r_texture_numcubemaps = 0;
6950 void R_Main_FreeViewCache(void)
6952 if (r_refdef.viewcache.entityvisible)
6953 Mem_Free(r_refdef.viewcache.entityvisible);
6954 if (r_refdef.viewcache.world_pvsbits)
6955 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956 if (r_refdef.viewcache.world_leafvisible)
6957 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958 if (r_refdef.viewcache.world_surfacevisible)
6959 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6963 void R_Main_ResizeViewCache(void)
6965 int numentities = r_refdef.scene.numentities;
6966 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970 if (r_refdef.viewcache.maxentities < numentities)
6972 r_refdef.viewcache.maxentities = numentities;
6973 if (r_refdef.viewcache.entityvisible)
6974 Mem_Free(r_refdef.viewcache.entityvisible);
6975 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6977 if (r_refdef.viewcache.world_numclusters != numclusters)
6979 r_refdef.viewcache.world_numclusters = numclusters;
6980 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981 if (r_refdef.viewcache.world_pvsbits)
6982 Mem_Free(r_refdef.viewcache.world_pvsbits);
6983 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6985 if (r_refdef.viewcache.world_numleafs != numleafs)
6987 r_refdef.viewcache.world_numleafs = numleafs;
6988 if (r_refdef.viewcache.world_leafvisible)
6989 Mem_Free(r_refdef.viewcache.world_leafvisible);
6990 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6992 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6994 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995 if (r_refdef.viewcache.world_surfacevisible)
6996 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7004 loadingscreentexture = NULL;
7005 r_texture_blanknormalmap = NULL;
7006 r_texture_white = NULL;
7007 r_texture_grey128 = NULL;
7008 r_texture_black = NULL;
7009 r_texture_whitecube = NULL;
7010 r_texture_normalizationcube = NULL;
7011 r_texture_fogattenuation = NULL;
7012 r_texture_fogheighttexture = NULL;
7013 r_texture_gammaramps = NULL;
7014 r_texture_numcubemaps = 0;
7016 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7019 switch(vid.renderpath)
7021 case RENDERPATH_GL20:
7022 case RENDERPATH_CGGL:
7023 case RENDERPATH_D3D9:
7024 case RENDERPATH_D3D10:
7025 case RENDERPATH_D3D11:
7026 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027 Cvar_SetValueQuick(&gl_combine, 1);
7028 Cvar_SetValueQuick(&r_glsl, 1);
7029 r_loadnormalmap = true;
7033 case RENDERPATH_GL13:
7034 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035 Cvar_SetValueQuick(&gl_combine, 1);
7036 Cvar_SetValueQuick(&r_glsl, 0);
7037 r_loadnormalmap = false;
7038 r_loadgloss = false;
7041 case RENDERPATH_GL11:
7042 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043 Cvar_SetValueQuick(&gl_combine, 0);
7044 Cvar_SetValueQuick(&r_glsl, 0);
7045 r_loadnormalmap = false;
7046 r_loadgloss = false;
7052 R_FrameData_Reset();
7056 memset(r_queries, 0, sizeof(r_queries));
7058 r_qwskincache = NULL;
7059 r_qwskincache_size = 0;
7061 // set up r_skinframe loading system for textures
7062 memset(&r_skinframe, 0, sizeof(r_skinframe));
7063 r_skinframe.loadsequence = 1;
7064 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7066 r_main_texturepool = R_AllocTexturePool();
7067 R_BuildBlankTextures();
7069 if (vid.support.arb_texture_cube_map)
7072 R_BuildNormalizationCube();
7074 r_texture_fogattenuation = NULL;
7075 r_texture_fogheighttexture = NULL;
7076 r_texture_gammaramps = NULL;
7077 //r_texture_fogintensity = NULL;
7078 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079 memset(&r_waterstate, 0, sizeof(r_waterstate));
7080 r_glsl_permutation = NULL;
7081 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083 glslshaderstring = NULL;
7085 r_cg_permutation = NULL;
7086 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088 cgshaderstring = NULL;
7091 r_hlsl_permutation = NULL;
7092 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094 hlslshaderstring = NULL;
7096 memset(&r_svbsp, 0, sizeof (r_svbsp));
7098 r_refdef.fogmasktable_density = 0;
7101 void gl_main_shutdown(void)
7104 R_FrameData_Reset();
7106 R_Main_FreeViewCache();
7108 switch(vid.renderpath)
7110 case RENDERPATH_GL11:
7111 case RENDERPATH_GL13:
7112 case RENDERPATH_GL20:
7113 case RENDERPATH_CGGL:
7115 qglDeleteQueriesARB(r_maxqueries, r_queries);
7117 case RENDERPATH_D3D9:
7118 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7120 case RENDERPATH_D3D10:
7121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7123 case RENDERPATH_D3D11:
7124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7130 memset(r_queries, 0, sizeof(r_queries));
7132 r_qwskincache = NULL;
7133 r_qwskincache_size = 0;
7135 // clear out the r_skinframe state
7136 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137 memset(&r_skinframe, 0, sizeof(r_skinframe));
7140 Mem_Free(r_svbsp.nodes);
7141 memset(&r_svbsp, 0, sizeof (r_svbsp));
7142 R_FreeTexturePool(&r_main_texturepool);
7143 loadingscreentexture = NULL;
7144 r_texture_blanknormalmap = NULL;
7145 r_texture_white = NULL;
7146 r_texture_grey128 = NULL;
7147 r_texture_black = NULL;
7148 r_texture_whitecube = NULL;
7149 r_texture_normalizationcube = NULL;
7150 r_texture_fogattenuation = NULL;
7151 r_texture_fogheighttexture = NULL;
7152 r_texture_gammaramps = NULL;
7153 r_texture_numcubemaps = 0;
7154 //r_texture_fogintensity = NULL;
7155 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156 memset(&r_waterstate, 0, sizeof(r_waterstate));
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7163 // FIXME: move this code to client
7164 char *entities, entname[MAX_QPATH];
7166 Mem_Free(r_qwskincache);
7167 r_qwskincache = NULL;
7168 r_qwskincache_size = 0;
7171 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7174 CL_ParseEntityLump(entities);
7178 if (cl.worldmodel->brush.entities)
7179 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7181 R_Main_FreeViewCache();
7183 R_FrameData_Reset();
7186 void GL_Main_Init(void)
7188 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7190 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193 if (gamemode == GAME_NEHAHRA)
7195 Cvar_RegisterVariable (&gl_fogenable);
7196 Cvar_RegisterVariable (&gl_fogdensity);
7197 Cvar_RegisterVariable (&gl_fogred);
7198 Cvar_RegisterVariable (&gl_foggreen);
7199 Cvar_RegisterVariable (&gl_fogblue);
7200 Cvar_RegisterVariable (&gl_fogstart);
7201 Cvar_RegisterVariable (&gl_fogend);
7202 Cvar_RegisterVariable (&gl_skyclip);
7204 Cvar_RegisterVariable(&r_motionblur);
7205 Cvar_RegisterVariable(&r_motionblur_maxblur);
7206 Cvar_RegisterVariable(&r_motionblur_bmin);
7207 Cvar_RegisterVariable(&r_motionblur_vmin);
7208 Cvar_RegisterVariable(&r_motionblur_vmax);
7209 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210 Cvar_RegisterVariable(&r_motionblur_randomize);
7211 Cvar_RegisterVariable(&r_damageblur);
7212 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214 Cvar_RegisterVariable(&r_equalize_entities_by);
7215 Cvar_RegisterVariable(&r_equalize_entities_to);
7216 Cvar_RegisterVariable(&r_depthfirst);
7217 Cvar_RegisterVariable(&r_useinfinitefarclip);
7218 Cvar_RegisterVariable(&r_farclip_base);
7219 Cvar_RegisterVariable(&r_farclip_world);
7220 Cvar_RegisterVariable(&r_nearclip);
7221 Cvar_RegisterVariable(&r_showbboxes);
7222 Cvar_RegisterVariable(&r_showsurfaces);
7223 Cvar_RegisterVariable(&r_showtris);
7224 Cvar_RegisterVariable(&r_shownormals);
7225 Cvar_RegisterVariable(&r_showlighting);
7226 Cvar_RegisterVariable(&r_showshadowvolumes);
7227 Cvar_RegisterVariable(&r_showcollisionbrushes);
7228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230 Cvar_RegisterVariable(&r_showdisabledepthtest);
7231 Cvar_RegisterVariable(&r_drawportals);
7232 Cvar_RegisterVariable(&r_drawentities);
7233 Cvar_RegisterVariable(&r_draw2d);
7234 Cvar_RegisterVariable(&r_drawworld);
7235 Cvar_RegisterVariable(&r_cullentities_trace);
7236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240 Cvar_RegisterVariable(&r_drawviewmodel);
7241 Cvar_RegisterVariable(&r_drawexteriormodel);
7242 Cvar_RegisterVariable(&r_speeds);
7243 Cvar_RegisterVariable(&r_fullbrights);
7244 Cvar_RegisterVariable(&r_wateralpha);
7245 Cvar_RegisterVariable(&r_dynamic);
7246 Cvar_RegisterVariable(&r_fakelight);
7247 Cvar_RegisterVariable(&r_fakelight_intensity);
7248 Cvar_RegisterVariable(&r_fullbright);
7249 Cvar_RegisterVariable(&r_shadows);
7250 Cvar_RegisterVariable(&r_shadows_darken);
7251 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253 Cvar_RegisterVariable(&r_shadows_throwdistance);
7254 Cvar_RegisterVariable(&r_shadows_throwdirection);
7255 Cvar_RegisterVariable(&r_shadows_focus);
7256 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262 Cvar_RegisterVariable(&r_fog_exp2);
7263 Cvar_RegisterVariable(&r_drawfog);
7264 Cvar_RegisterVariable(&r_transparentdepthmasking);
7265 Cvar_RegisterVariable(&r_texture_dds_load);
7266 Cvar_RegisterVariable(&r_texture_dds_save);
7267 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272 Cvar_RegisterVariable(&r_textureunits);
7273 Cvar_RegisterVariable(&gl_combine);
7274 Cvar_RegisterVariable(&r_glsl);
7275 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279 Cvar_RegisterVariable(&r_glsl_postprocess);
7280 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284 Cvar_RegisterVariable(&r_water);
7285 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286 Cvar_RegisterVariable(&r_water_clippingplanebias);
7287 Cvar_RegisterVariable(&r_water_refractdistort);
7288 Cvar_RegisterVariable(&r_water_reflectdistort);
7289 Cvar_RegisterVariable(&r_water_scissormode);
7290 Cvar_RegisterVariable(&r_lerpsprites);
7291 Cvar_RegisterVariable(&r_lerpmodels);
7292 Cvar_RegisterVariable(&r_lerplightstyles);
7293 Cvar_RegisterVariable(&r_waterscroll);
7294 Cvar_RegisterVariable(&r_bloom);
7295 Cvar_RegisterVariable(&r_bloom_colorscale);
7296 Cvar_RegisterVariable(&r_bloom_brighten);
7297 Cvar_RegisterVariable(&r_bloom_blur);
7298 Cvar_RegisterVariable(&r_bloom_resolution);
7299 Cvar_RegisterVariable(&r_bloom_colorexponent);
7300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301 Cvar_RegisterVariable(&r_hdr);
7302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303 Cvar_RegisterVariable(&r_hdr_glowintensity);
7304 Cvar_RegisterVariable(&r_hdr_range);
7305 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306 Cvar_RegisterVariable(&developer_texturelogging);
7307 Cvar_RegisterVariable(&gl_lightmaps);
7308 Cvar_RegisterVariable(&r_test);
7309 Cvar_RegisterVariable(&r_glsl_saturation);
7310 Cvar_RegisterVariable(&r_framedatasize);
7311 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312 Cvar_SetValue("r_fullbrights", 0);
7313 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7315 Cvar_RegisterVariable(&r_track_sprites);
7316 Cvar_RegisterVariable(&r_track_sprites_flags);
7317 Cvar_RegisterVariable(&r_track_sprites_scalew);
7318 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7337 void Render_Init(void)
7350 R_LightningBeams_Init();
7359 extern char *ENGINE_EXTENSIONS;
7362 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364 gl_version = (const char *)qglGetString(GL_VERSION);
7365 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7369 if (!gl_platformextensions)
7370 gl_platformextensions = "";
7372 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374 Con_Printf("GL_VERSION: %s\n", gl_version);
7375 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7378 VID_CheckExtensions();
7380 // LordHavoc: report supported extensions
7381 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7383 // clear to black (loading plaque will be seen over this)
7384 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7391 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7393 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7396 p = r_refdef.view.frustum + i;
7401 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7405 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7409 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7413 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7417 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7421 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7425 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7429 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7441 for (i = 0;i < numplanes;i++)
7448 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7452 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7456 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7460 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7484 //==================================================================================
7486 // LordHavoc: this stores temporary data used within the same frame
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7493 void R_FrameData_Reset(void)
7495 if (r_framedata_base)
7496 Mem_Free(r_framedata_base);
7497 r_framedata_base = NULL;
7498 r_framedata_size = 0;
7499 r_framedata_current = 0;
7500 r_framedata_failed = false;
7503 void R_FrameData_NewFrame(void)
7506 if (r_framedata_failed)
7507 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510 if (r_framedata_size != wantedsize)
7512 r_framedata_size = wantedsize;
7513 if (r_framedata_base)
7514 Mem_Free(r_framedata_base);
7515 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7517 r_framedata_current = 0;
7518 r_framedata_failed = false;
7521 void *R_FrameData_Alloc(size_t size)
7525 // align to 16 byte boundary
7526 size = (size + 15) & ~15;
7527 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528 r_framedata_current += size;
7531 if (r_framedata_current > r_framedata_size)
7532 r_framedata_failed = true;
7534 // return NULL on everything after a failure
7535 if (r_framedata_failed)
7541 void *R_FrameData_Store(size_t size, void *data)
7543 void *d = R_FrameData_Alloc(size);
7545 memcpy(d, data, size);
7549 //==================================================================================
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7554 * Animation cache prevents re-generating mesh data for an animated model
7555 * multiple times in one frame for lighting, shadowing, reflections, etc.
7558 void R_AnimCache_Free(void)
7562 void R_AnimCache_ClearCache(void)
7565 entity_render_t *ent;
7567 for (i = 0;i < r_refdef.scene.numentities;i++)
7569 ent = r_refdef.scene.entities[i];
7570 ent->animcache_vertex3f = NULL;
7571 ent->animcache_normal3f = NULL;
7572 ent->animcache_svector3f = NULL;
7573 ent->animcache_tvector3f = NULL;
7574 ent->animcache_vertexposition = NULL;
7575 ent->animcache_vertexmesh = NULL;
7576 ent->animcache_vertexpositionbuffer = NULL;
7577 ent->animcache_vertexmeshbuffer = NULL;
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7585 // identical memory layout, so no need to allocate...
7586 // this also provides the vertexposition structure to everything, e.g.
7587 // depth masked rendering currently uses it even if having separate
7589 // NOTE: get rid of this optimization if changing it to e.g. 4f
7590 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7593 // get rid of following uses of VERTEXPOSITION, change to the array:
7594 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596 // R_DrawTextureSurfaceList_DepthOnly
7597 // R_Q1BSP_DrawShadowMap
7599 switch(vid.renderpath)
7601 case RENDERPATH_GL20:
7602 case RENDERPATH_CGGL:
7603 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604 if (gl_mesh_separatearrays.integer)
7607 case RENDERPATH_D3D9:
7608 case RENDERPATH_D3D10:
7609 case RENDERPATH_D3D11:
7610 // always need the meshbuffers
7612 case RENDERPATH_GL13:
7613 case RENDERPATH_GL11:
7614 // never need the meshbuffers
7618 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7621 if (!ent->animcache_vertexposition)
7622 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7624 if (ent->animcache_vertexposition)
7627 for (i = 0;i < numvertices;i++)
7628 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7630 // TODO: upload vertex buffer?
7632 if (ent->animcache_vertexmesh)
7634 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635 for (i = 0;i < numvertices;i++)
7636 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637 if (ent->animcache_svector3f)
7638 for (i = 0;i < numvertices;i++)
7639 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640 if (ent->animcache_tvector3f)
7641 for (i = 0;i < numvertices;i++)
7642 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643 if (ent->animcache_normal3f)
7644 for (i = 0;i < numvertices;i++)
7645 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646 // TODO: upload vertex buffer?
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7652 dp_model_t *model = ent->model;
7654 // see if it's already cached this frame
7655 if (ent->animcache_vertex3f)
7657 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658 if (wantnormals || wanttangents)
7660 if (ent->animcache_normal3f)
7661 wantnormals = false;
7662 if (ent->animcache_svector3f)
7663 wanttangents = false;
7664 if (wantnormals || wanttangents)
7666 numvertices = model->surfmesh.num_vertices;
7668 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7671 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7674 if (!r_framedata_failed)
7676 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7684 // see if this ent is worth caching
7685 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7687 // get some memory for this entity and generate mesh data
7688 numvertices = model->surfmesh.num_vertices;
7689 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7691 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7694 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7697 if (!r_framedata_failed)
7699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7703 return !r_framedata_failed;
7706 void R_AnimCache_CacheVisibleEntities(void)
7709 qboolean wantnormals = true;
7710 qboolean wanttangents = !r_showsurfaces.integer;
7712 switch(vid.renderpath)
7714 case RENDERPATH_GL20:
7715 case RENDERPATH_CGGL:
7716 case RENDERPATH_D3D9:
7717 case RENDERPATH_D3D10:
7718 case RENDERPATH_D3D11:
7720 case RENDERPATH_GL13:
7721 case RENDERPATH_GL11:
7722 wanttangents = false;
7726 if (r_shownormals.integer)
7727 wanttangents = wantnormals = true;
7729 // TODO: thread this
7730 // NOTE: R_PrepareRTLights() also caches entities
7732 for (i = 0;i < r_refdef.scene.numentities;i++)
7733 if (r_refdef.viewcache.entityvisible[i])
7734 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7737 //==================================================================================
7739 static void R_View_UpdateEntityLighting (void)
7742 entity_render_t *ent;
7743 vec3_t tempdiffusenormal, avg;
7744 vec_t f, fa, fd, fdd;
7745 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7747 for (i = 0;i < r_refdef.scene.numentities;i++)
7749 ent = r_refdef.scene.entities[i];
7751 // skip unseen models
7752 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7756 if (ent->model && ent->model->brush.num_leafs)
7758 // TODO: use modellight for r_ambient settings on world?
7759 VectorSet(ent->modellight_ambient, 0, 0, 0);
7760 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7765 // fetch the lighting from the worldmodel data
7766 VectorClear(ent->modellight_ambient);
7767 VectorClear(ent->modellight_diffuse);
7768 VectorClear(tempdiffusenormal);
7769 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7772 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774 if(ent->flags & RENDER_EQUALIZE)
7776 // first fix up ambient lighting...
7777 if(r_equalize_entities_minambient.value > 0)
7779 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7782 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783 if(fa < r_equalize_entities_minambient.value * fd)
7786 // fa'/fd' = minambient
7787 // fa'+0.25*fd' = fa+0.25*fd
7789 // fa' = fd' * minambient
7790 // fd'*(0.25+minambient) = fa+0.25*fd
7792 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7795 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796 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
7797 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7803 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7805 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7809 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7817 VectorSet(ent->modellight_ambient, 1, 1, 1);
7819 // move the light direction into modelspace coordinates for lighting code
7820 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821 if(VectorLength2(ent->modellight_lightdir) == 0)
7822 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823 VectorNormalize(ent->modellight_lightdir);
7827 #define MAX_LINEOFSIGHTTRACES 64
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7832 vec3_t boxmins, boxmaxs;
7835 dp_model_t *model = r_refdef.scene.worldmodel;
7837 if (!model || !model->brush.TraceLineOfSight)
7840 // expand the box a little
7841 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7848 // return true if eye is inside enlarged box
7849 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7853 VectorCopy(eye, start);
7854 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855 if (model->brush.TraceLineOfSight(model, start, end))
7858 // try various random positions
7859 for (i = 0;i < numsamples;i++)
7861 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862 if (model->brush.TraceLineOfSight(model, start, end))
7870 static void R_View_UpdateEntityVisible (void)
7875 entity_render_t *ent;
7877 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7880 : RENDER_EXTERIORMODEL;
7881 if (!r_drawviewmodel.integer)
7882 renderimask |= RENDER_VIEWMODEL;
7883 if (!r_drawexteriormodel.integer)
7884 renderimask |= RENDER_EXTERIORMODEL;
7885 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7887 // worldmodel can check visibility
7888 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889 for (i = 0;i < r_refdef.scene.numentities;i++)
7891 ent = r_refdef.scene.entities[i];
7892 if (!(ent->flags & renderimask))
7893 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)))
7894 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))
7895 r_refdef.viewcache.entityvisible[i] = true;
7897 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7900 for (i = 0;i < r_refdef.scene.numentities;i++)
7902 ent = r_refdef.scene.entities[i];
7903 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7905 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7907 continue; // temp entities do pvs only
7908 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909 ent->last_trace_visibility = realtime;
7910 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911 r_refdef.viewcache.entityvisible[i] = 0;
7918 // no worldmodel or it can't check visibility
7919 for (i = 0;i < r_refdef.scene.numentities;i++)
7921 ent = r_refdef.scene.entities[i];
7922 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));
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7931 entity_render_t *ent;
7934 for (i = 0;i < r_refdef.scene.numentities;i++)
7936 if (!r_refdef.viewcache.entityvisible[i])
7938 ent = r_refdef.scene.entities[i];
7939 if (!ent->model || !ent->model->DrawSky)
7941 ent->model->DrawSky(ent);
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7951 entity_render_t *ent;
7953 for (i = 0;i < r_refdef.scene.numentities;i++)
7955 if (!r_refdef.viewcache.entityvisible[i])
7957 ent = r_refdef.scene.entities[i];
7958 r_refdef.stats.entities++;
7959 if (ent->model && ent->model->Draw != NULL)
7960 ent->model->Draw(ent);
7966 static void R_DrawModelsDepth(void)
7969 entity_render_t *ent;
7971 for (i = 0;i < r_refdef.scene.numentities;i++)
7973 if (!r_refdef.viewcache.entityvisible[i])
7975 ent = r_refdef.scene.entities[i];
7976 if (ent->model && ent->model->DrawDepth != NULL)
7977 ent->model->DrawDepth(ent);
7981 static void R_DrawModelsDebug(void)
7984 entity_render_t *ent;
7986 for (i = 0;i < r_refdef.scene.numentities;i++)
7988 if (!r_refdef.viewcache.entityvisible[i])
7990 ent = r_refdef.scene.entities[i];
7991 if (ent->model && ent->model->DrawDebug != NULL)
7992 ent->model->DrawDebug(ent);
7996 static void R_DrawModelsAddWaterPlanes(void)
7999 entity_render_t *ent;
8001 for (i = 0;i < r_refdef.scene.numentities;i++)
8003 if (!r_refdef.viewcache.entityvisible[i])
8005 ent = r_refdef.scene.entities[i];
8006 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007 ent->model->DrawAddWaterPlanes(ent);
8011 static void R_View_SetFrustum(const int *scissor)
8014 double fpx, fnx, fpy, fny;
8015 vec3_t forward, left, up, origin;
8019 // flipped x coordinates (because x points left here)
8020 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8023 // non-flipped y coordinates
8024 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8025 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8033 // we can't trust r_refdef.view.forward and friends in reflected scenes
8034 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8037 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8038 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8039 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8040 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8041 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8042 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8043 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8044 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8045 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8046 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8047 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8048 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8052 zNear = r_refdef.nearclip;
8053 nudge = 1.0 - 1.0 / (1<<23);
8054 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8055 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8056 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8057 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8058 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8059 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8060 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8061 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8067 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8068 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8069 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8070 r_refdef.view.frustum[0].dist = m[15] - m[12];
8072 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8073 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8074 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8075 r_refdef.view.frustum[1].dist = m[15] + m[12];
8077 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8078 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8079 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8080 r_refdef.view.frustum[2].dist = m[15] - m[13];
8082 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8083 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8084 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8085 r_refdef.view.frustum[3].dist = m[15] + m[13];
8087 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8088 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8089 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8090 r_refdef.view.frustum[4].dist = m[15] - m[14];
8092 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8093 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8094 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8095 r_refdef.view.frustum[5].dist = m[15] + m[14];
8098 if (r_refdef.view.useperspective)
8100 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8101 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]);
8102 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]);
8103 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]);
8104 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]);
8106 // then the normals from the corners relative to origin
8107 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8108 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8109 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8110 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8112 // Leaving those out was a mistake, those were in the old code, and they
8113 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8114 // I couldn't reproduce it after adding those normalizations. --blub
8115 VectorNormalize(r_refdef.view.frustum[0].normal);
8116 VectorNormalize(r_refdef.view.frustum[1].normal);
8117 VectorNormalize(r_refdef.view.frustum[2].normal);
8118 VectorNormalize(r_refdef.view.frustum[3].normal);
8120 // make the corners absolute
8121 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8122 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8123 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8124 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8127 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8129 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8130 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8131 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8132 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8133 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8137 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8138 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8139 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8140 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8141 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8142 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8143 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8144 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8145 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8146 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8148 r_refdef.view.numfrustumplanes = 5;
8150 if (r_refdef.view.useclipplane)
8152 r_refdef.view.numfrustumplanes = 6;
8153 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8156 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8157 PlaneClassify(r_refdef.view.frustum + i);
8159 // LordHavoc: note to all quake engine coders, Quake had a special case
8160 // for 90 degrees which assumed a square view (wrong), so I removed it,
8161 // Quake2 has it disabled as well.
8163 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8164 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8165 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8166 //PlaneClassify(&frustum[0]);
8168 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8169 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8170 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8171 //PlaneClassify(&frustum[1]);
8173 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8174 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8175 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8176 //PlaneClassify(&frustum[2]);
8178 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8179 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8180 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8181 //PlaneClassify(&frustum[3]);
8184 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8185 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8186 //PlaneClassify(&frustum[4]);
8189 void R_View_UpdateWithScissor(const int *myscissor)
8191 R_Main_ResizeViewCache();
8192 R_View_SetFrustum(myscissor);
8193 R_View_WorldVisibility(r_refdef.view.useclipplane);
8194 R_View_UpdateEntityVisible();
8195 R_View_UpdateEntityLighting();
8198 void R_View_Update(void)
8200 R_Main_ResizeViewCache();
8201 R_View_SetFrustum(NULL);
8202 R_View_WorldVisibility(r_refdef.view.useclipplane);
8203 R_View_UpdateEntityVisible();
8204 R_View_UpdateEntityLighting();
8207 void R_SetupView(qboolean allowwaterclippingplane)
8209 const float *customclipplane = NULL;
8211 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8213 // LordHavoc: couldn't figure out how to make this approach the
8214 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8215 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8216 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8217 dist = r_refdef.view.clipplane.dist;
8218 plane[0] = r_refdef.view.clipplane.normal[0];
8219 plane[1] = r_refdef.view.clipplane.normal[1];
8220 plane[2] = r_refdef.view.clipplane.normal[2];
8222 customclipplane = plane;
8225 if (!r_refdef.view.useperspective)
8226 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);
8227 else if (vid.stencil && r_useinfinitefarclip.integer)
8228 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);
8230 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);
8231 R_SetViewport(&r_refdef.view.viewport);
8234 void R_EntityMatrix(const matrix4x4_t *matrix)
8236 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8238 gl_modelmatrixchanged = false;
8239 gl_modelmatrix = *matrix;
8240 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8241 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8242 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8243 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8245 switch(vid.renderpath)
8247 case RENDERPATH_D3D9:
8249 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8250 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8253 case RENDERPATH_D3D10:
8254 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8256 case RENDERPATH_D3D11:
8257 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8259 case RENDERPATH_GL20:
8260 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8261 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8262 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8264 case RENDERPATH_CGGL:
8267 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8268 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8269 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8272 case RENDERPATH_GL13:
8273 case RENDERPATH_GL11:
8274 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8280 void R_ResetViewRendering2D(void)
8282 r_viewport_t viewport;
8285 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8286 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);
8287 R_SetViewport(&viewport);
8288 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8289 GL_Color(1, 1, 1, 1);
8290 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8291 GL_BlendFunc(GL_ONE, GL_ZERO);
8292 GL_AlphaTest(false);
8293 GL_ScissorTest(false);
8294 GL_DepthMask(false);
8295 GL_DepthRange(0, 1);
8296 GL_DepthTest(false);
8297 GL_DepthFunc(GL_LEQUAL);
8298 R_EntityMatrix(&identitymatrix);
8299 R_Mesh_ResetTextureState();
8300 GL_PolygonOffset(0, 0);
8301 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8302 switch(vid.renderpath)
8304 case RENDERPATH_GL11:
8305 case RENDERPATH_GL13:
8306 case RENDERPATH_GL20:
8307 case RENDERPATH_CGGL:
8308 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8310 case RENDERPATH_D3D9:
8311 case RENDERPATH_D3D10:
8312 case RENDERPATH_D3D11:
8315 GL_CullFace(GL_NONE);
8318 void R_ResetViewRendering3D(void)
8323 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8324 GL_Color(1, 1, 1, 1);
8325 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8326 GL_BlendFunc(GL_ONE, GL_ZERO);
8327 GL_AlphaTest(false);
8328 GL_ScissorTest(true);
8330 GL_DepthRange(0, 1);
8332 GL_DepthFunc(GL_LEQUAL);
8333 R_EntityMatrix(&identitymatrix);
8334 R_Mesh_ResetTextureState();
8335 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8336 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8337 switch(vid.renderpath)
8339 case RENDERPATH_GL11:
8340 case RENDERPATH_GL13:
8341 case RENDERPATH_GL20:
8342 case RENDERPATH_CGGL:
8343 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8345 case RENDERPATH_D3D9:
8346 case RENDERPATH_D3D10:
8347 case RENDERPATH_D3D11:
8350 GL_CullFace(r_refdef.view.cullface_back);
8355 R_RenderView_UpdateViewVectors
8358 static void R_RenderView_UpdateViewVectors(void)
8360 // break apart the view matrix into vectors for various purposes
8361 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8362 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8363 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8364 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8365 // make an inverted copy of the view matrix for tracking sprites
8366 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8369 void R_RenderScene(void);
8370 void R_RenderWaterPlanes(void);
8372 static void R_Water_StartFrame(void)
8375 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8376 r_waterstate_waterplane_t *p;
8378 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8381 switch(vid.renderpath)
8383 case RENDERPATH_GL20:
8384 case RENDERPATH_CGGL:
8385 case RENDERPATH_D3D9:
8386 case RENDERPATH_D3D10:
8387 case RENDERPATH_D3D11:
8389 case RENDERPATH_GL13:
8390 case RENDERPATH_GL11:
8394 // set waterwidth and waterheight to the water resolution that will be
8395 // used (often less than the screen resolution for faster rendering)
8396 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8397 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8399 // calculate desired texture sizes
8400 // can't use water if the card does not support the texture size
8401 if (!r_water.integer || r_showsurfaces.integer)
8402 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8403 else if (vid.support.arb_texture_non_power_of_two)
8405 texturewidth = waterwidth;
8406 textureheight = waterheight;
8407 camerawidth = waterwidth;
8408 cameraheight = waterheight;
8412 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8413 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8414 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8415 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8418 // allocate textures as needed
8419 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8421 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8422 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8424 if (p->texture_refraction)
8425 R_FreeTexture(p->texture_refraction);
8426 p->texture_refraction = NULL;
8427 if (p->texture_reflection)
8428 R_FreeTexture(p->texture_reflection);
8429 p->texture_reflection = NULL;
8430 if (p->texture_camera)
8431 R_FreeTexture(p->texture_camera);
8432 p->texture_camera = NULL;
8434 memset(&r_waterstate, 0, sizeof(r_waterstate));
8435 r_waterstate.texturewidth = texturewidth;
8436 r_waterstate.textureheight = textureheight;
8437 r_waterstate.camerawidth = camerawidth;
8438 r_waterstate.cameraheight = cameraheight;
8441 if (r_waterstate.texturewidth)
8443 r_waterstate.enabled = true;
8445 // when doing a reduced render (HDR) we want to use a smaller area
8446 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8447 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8449 // set up variables that will be used in shader setup
8450 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8451 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8452 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8453 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8456 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8457 r_waterstate.numwaterplanes = 0;
8460 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8462 int triangleindex, planeindex;
8468 r_waterstate_waterplane_t *p;
8469 texture_t *t = R_GetCurrentTexture(surface->texture);
8471 // just use the first triangle with a valid normal for any decisions
8472 VectorClear(normal);
8473 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8475 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8476 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8477 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8478 TriangleNormal(vert[0], vert[1], vert[2], normal);
8479 if (VectorLength2(normal) >= 0.001)
8483 VectorCopy(normal, plane.normal);
8484 VectorNormalize(plane.normal);
8485 plane.dist = DotProduct(vert[0], plane.normal);
8486 PlaneClassify(&plane);
8487 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8489 // skip backfaces (except if nocullface is set)
8490 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8492 VectorNegate(plane.normal, plane.normal);
8494 PlaneClassify(&plane);
8498 // find a matching plane if there is one
8499 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8500 if(p->camera_entity == t->camera_entity)
8501 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8503 if (planeindex >= r_waterstate.maxwaterplanes)
8504 return; // nothing we can do, out of planes
8506 // if this triangle does not fit any known plane rendered this frame, add one
8507 if (planeindex >= r_waterstate.numwaterplanes)
8509 // store the new plane
8510 r_waterstate.numwaterplanes++;
8512 // clear materialflags and pvs
8513 p->materialflags = 0;
8514 p->pvsvalid = false;
8515 p->camera_entity = t->camera_entity;
8516 VectorCopy(surface->mins, p->mins);
8517 VectorCopy(surface->maxs, p->maxs);
8522 p->mins[0] = min(p->mins[0], surface->mins[0]);
8523 p->mins[1] = min(p->mins[1], surface->mins[1]);
8524 p->mins[2] = min(p->mins[2], surface->mins[2]);
8525 p->maxs[0] = min(p->maxs[0], surface->maxs[0]);
8526 p->maxs[1] = min(p->maxs[1], surface->maxs[1]);
8527 p->maxs[2] = min(p->maxs[2], surface->maxs[2]);
8529 // merge this surface's materialflags into the waterplane
8530 p->materialflags |= t->currentmaterialflags;
8531 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8533 // merge this surface's PVS into the waterplane
8534 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8535 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8536 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8538 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8544 static void R_Water_ProcessPlanes(void)
8547 r_refdef_view_t originalview;
8548 r_refdef_view_t myview;
8550 r_waterstate_waterplane_t *p;
8553 originalview = r_refdef.view;
8555 // make sure enough textures are allocated
8556 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8558 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8560 if (!p->texture_refraction)
8561 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8562 if (!p->texture_refraction)
8565 else if (p->materialflags & MATERIALFLAG_CAMERA)
8567 if (!p->texture_camera)
8568 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8569 if (!p->texture_camera)
8573 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8575 if (!p->texture_reflection)
8576 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8577 if (!p->texture_reflection)
8583 r_refdef.view = originalview;
8584 r_refdef.view.showdebug = false;
8585 r_refdef.view.width = r_waterstate.waterwidth;
8586 r_refdef.view.height = r_waterstate.waterheight;
8587 r_refdef.view.useclipplane = true;
8588 myview = r_refdef.view;
8589 r_waterstate.renderingscene = true;
8590 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8592 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8594 r_refdef.view = myview;
8595 if(r_water_scissormode.integer)
8598 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8599 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8602 // render reflected scene and copy into texture
8603 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8604 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8605 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8606 r_refdef.view.clipplane = p->plane;
8608 // reverse the cullface settings for this render
8609 r_refdef.view.cullface_front = GL_FRONT;
8610 r_refdef.view.cullface_back = GL_BACK;
8611 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8613 r_refdef.view.usecustompvs = true;
8615 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8617 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8620 R_ResetViewRendering3D();
8621 R_ClearScreen(r_refdef.fogenabled);
8622 if(r_water_scissormode.integer >= 2)
8623 R_View_UpdateWithScissor(myscissor);
8626 if(r_water_scissormode.integer)
8627 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8630 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);
8633 // render the normal view scene and copy into texture
8634 // (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)
8635 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8637 r_refdef.view = myview;
8638 if(r_water_scissormode.integer)
8641 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8642 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8645 r_waterstate.renderingrefraction = true;
8647 r_refdef.view.clipplane = p->plane;
8648 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8649 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8651 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8653 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8654 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8655 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8656 R_RenderView_UpdateViewVectors();
8657 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8659 r_refdef.view.usecustompvs = true;
8660 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);
8664 PlaneClassify(&r_refdef.view.clipplane);
8666 R_ResetViewRendering3D();
8667 R_ClearScreen(r_refdef.fogenabled);
8668 if(r_water_scissormode.integer >= 2)
8669 R_View_UpdateWithScissor(myscissor);
8672 if(r_water_scissormode.integer)
8673 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8676 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);
8677 r_waterstate.renderingrefraction = false;
8679 else if (p->materialflags & MATERIALFLAG_CAMERA)
8681 r_refdef.view = myview;
8683 r_refdef.view.clipplane = p->plane;
8684 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8685 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8687 r_refdef.view.width = r_waterstate.camerawidth;
8688 r_refdef.view.height = r_waterstate.cameraheight;
8689 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8690 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8692 if(p->camera_entity)
8694 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8695 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8698 // note: all of the view is used for displaying... so
8699 // there is no use in scissoring
8701 // reverse the cullface settings for this render
8702 r_refdef.view.cullface_front = GL_FRONT;
8703 r_refdef.view.cullface_back = GL_BACK;
8704 // also reverse the view matrix
8705 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
8706 R_RenderView_UpdateViewVectors();
8707 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8709 r_refdef.view.usecustompvs = true;
8710 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);
8713 // camera needs no clipplane
8714 r_refdef.view.useclipplane = false;
8716 PlaneClassify(&r_refdef.view.clipplane);
8718 R_ResetViewRendering3D();
8719 R_ClearScreen(r_refdef.fogenabled);
8723 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);
8724 r_waterstate.renderingrefraction = false;
8728 r_waterstate.renderingscene = false;
8729 r_refdef.view = originalview;
8730 R_ResetViewRendering3D();
8731 R_ClearScreen(r_refdef.fogenabled);
8735 r_refdef.view = originalview;
8736 r_waterstate.renderingscene = false;
8737 Cvar_SetValueQuick(&r_water, 0);
8738 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8742 void R_Bloom_StartFrame(void)
8744 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8746 switch(vid.renderpath)
8748 case RENDERPATH_GL20:
8749 case RENDERPATH_CGGL:
8750 case RENDERPATH_D3D9:
8751 case RENDERPATH_D3D10:
8752 case RENDERPATH_D3D11:
8754 case RENDERPATH_GL13:
8755 case RENDERPATH_GL11:
8759 // set bloomwidth and bloomheight to the bloom resolution that will be
8760 // used (often less than the screen resolution for faster rendering)
8761 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8762 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8763 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8764 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8765 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8767 // calculate desired texture sizes
8768 if (vid.support.arb_texture_non_power_of_two)
8770 screentexturewidth = r_refdef.view.width;
8771 screentextureheight = r_refdef.view.height;
8772 bloomtexturewidth = r_bloomstate.bloomwidth;
8773 bloomtextureheight = r_bloomstate.bloomheight;
8777 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8778 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8779 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8780 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8783 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))
8785 Cvar_SetValueQuick(&r_hdr, 0);
8786 Cvar_SetValueQuick(&r_bloom, 0);
8787 Cvar_SetValueQuick(&r_motionblur, 0);
8788 Cvar_SetValueQuick(&r_damageblur, 0);
8791 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)))
8792 screentexturewidth = screentextureheight = 0;
8793 if (!r_hdr.integer && !r_bloom.integer)
8794 bloomtexturewidth = bloomtextureheight = 0;
8796 // allocate textures as needed
8797 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8799 if (r_bloomstate.texture_screen)
8800 R_FreeTexture(r_bloomstate.texture_screen);
8801 r_bloomstate.texture_screen = NULL;
8802 r_bloomstate.screentexturewidth = screentexturewidth;
8803 r_bloomstate.screentextureheight = screentextureheight;
8804 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8805 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8807 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8809 if (r_bloomstate.texture_bloom)
8810 R_FreeTexture(r_bloomstate.texture_bloom);
8811 r_bloomstate.texture_bloom = NULL;
8812 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8813 r_bloomstate.bloomtextureheight = bloomtextureheight;
8814 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8815 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8818 // when doing a reduced render (HDR) we want to use a smaller area
8819 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8820 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8821 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8822 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8823 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8825 // set up a texcoord array for the full resolution screen image
8826 // (we have to keep this around to copy back during final render)
8827 r_bloomstate.screentexcoord2f[0] = 0;
8828 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8829 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8830 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8831 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8832 r_bloomstate.screentexcoord2f[5] = 0;
8833 r_bloomstate.screentexcoord2f[6] = 0;
8834 r_bloomstate.screentexcoord2f[7] = 0;
8836 // set up a texcoord array for the reduced resolution bloom image
8837 // (which will be additive blended over the screen image)
8838 r_bloomstate.bloomtexcoord2f[0] = 0;
8839 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8840 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8841 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8842 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8843 r_bloomstate.bloomtexcoord2f[5] = 0;
8844 r_bloomstate.bloomtexcoord2f[6] = 0;
8845 r_bloomstate.bloomtexcoord2f[7] = 0;
8847 switch(vid.renderpath)
8849 case RENDERPATH_GL11:
8850 case RENDERPATH_GL13:
8851 case RENDERPATH_GL20:
8852 case RENDERPATH_CGGL:
8854 case RENDERPATH_D3D9:
8855 case RENDERPATH_D3D10:
8856 case RENDERPATH_D3D11:
8859 for (i = 0;i < 4;i++)
8861 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8862 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8863 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8864 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8870 if (r_hdr.integer || r_bloom.integer)
8872 r_bloomstate.enabled = true;
8873 r_bloomstate.hdr = r_hdr.integer != 0;
8876 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);
8879 void R_Bloom_CopyBloomTexture(float colorscale)
8881 r_refdef.stats.bloom++;
8883 // scale down screen texture to the bloom texture size
8885 R_SetViewport(&r_bloomstate.viewport);
8886 GL_BlendFunc(GL_ONE, GL_ZERO);
8887 GL_Color(colorscale, colorscale, colorscale, 1);
8888 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8889 switch(vid.renderpath)
8891 case RENDERPATH_GL11:
8892 case RENDERPATH_GL13:
8893 case RENDERPATH_GL20:
8894 case RENDERPATH_CGGL:
8895 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8897 case RENDERPATH_D3D9:
8898 case RENDERPATH_D3D10:
8899 case RENDERPATH_D3D11:
8900 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8903 // TODO: do boxfilter scale-down in shader?
8904 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8905 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8906 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8908 // we now have a bloom image in the framebuffer
8909 // copy it into the bloom image texture for later processing
8910 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);
8911 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8914 void R_Bloom_CopyHDRTexture(void)
8916 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);
8917 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8920 void R_Bloom_MakeTexture(void)
8923 float xoffset, yoffset, r, brighten;
8925 r_refdef.stats.bloom++;
8927 R_ResetViewRendering2D();
8929 // we have a bloom image in the framebuffer
8931 R_SetViewport(&r_bloomstate.viewport);
8933 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8936 r = bound(0, r_bloom_colorexponent.value / x, 1);
8937 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8939 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8940 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8941 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8942 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8944 // copy the vertically blurred bloom view to a texture
8945 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);
8946 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8949 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8950 brighten = r_bloom_brighten.value;
8952 brighten *= r_hdr_range.value;
8953 brighten = sqrt(brighten);
8955 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8956 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8958 for (dir = 0;dir < 2;dir++)
8960 // blend on at multiple vertical offsets to achieve a vertical blur
8961 // TODO: do offset blends using GLSL
8962 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8963 GL_BlendFunc(GL_ONE, GL_ZERO);
8964 for (x = -range;x <= range;x++)
8966 if (!dir){xoffset = 0;yoffset = x;}
8967 else {xoffset = x;yoffset = 0;}
8968 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8969 yoffset /= (float)r_bloomstate.bloomtextureheight;
8970 // compute a texcoord array with the specified x and y offset
8971 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8972 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8973 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8974 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8975 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8976 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8977 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8978 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8979 // this r value looks like a 'dot' particle, fading sharply to
8980 // black at the edges
8981 // (probably not realistic but looks good enough)
8982 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8983 //r = brighten/(range*2+1);
8984 r = brighten / (range * 2 + 1);
8986 r *= (1 - x*x/(float)(range*range));
8987 GL_Color(r, r, r, 1);
8988 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8989 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8990 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8991 GL_BlendFunc(GL_ONE, GL_ONE);
8994 // copy the vertically blurred bloom view to a texture
8995 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);
8996 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9000 void R_HDR_RenderBloomTexture(void)
9002 int oldwidth, oldheight;
9003 float oldcolorscale;
9005 oldcolorscale = r_refdef.view.colorscale;
9006 oldwidth = r_refdef.view.width;
9007 oldheight = r_refdef.view.height;
9008 r_refdef.view.width = r_bloomstate.bloomwidth;
9009 r_refdef.view.height = r_bloomstate.bloomheight;
9011 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9012 // TODO: add exposure compensation features
9013 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9015 r_refdef.view.showdebug = false;
9016 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9018 R_ResetViewRendering3D();
9020 R_ClearScreen(r_refdef.fogenabled);
9021 if (r_timereport_active)
9022 R_TimeReport("HDRclear");
9025 if (r_timereport_active)
9026 R_TimeReport("visibility");
9028 // only do secondary renders with HDR if r_hdr is 2 or higher
9029 r_waterstate.numwaterplanes = 0;
9030 if (r_waterstate.enabled && r_hdr.integer >= 2)
9031 R_RenderWaterPlanes();
9033 r_refdef.view.showdebug = true;
9035 r_waterstate.numwaterplanes = 0;
9037 R_ResetViewRendering2D();
9039 R_Bloom_CopyHDRTexture();
9040 R_Bloom_MakeTexture();
9042 // restore the view settings
9043 r_refdef.view.width = oldwidth;
9044 r_refdef.view.height = oldheight;
9045 r_refdef.view.colorscale = oldcolorscale;
9047 R_ResetViewRendering3D();
9049 R_ClearScreen(r_refdef.fogenabled);
9050 if (r_timereport_active)
9051 R_TimeReport("viewclear");
9054 static void R_BlendView(void)
9056 unsigned int permutation;
9057 float uservecs[4][4];
9059 switch (vid.renderpath)
9061 case RENDERPATH_GL20:
9062 case RENDERPATH_CGGL:
9063 case RENDERPATH_D3D9:
9064 case RENDERPATH_D3D10:
9065 case RENDERPATH_D3D11:
9067 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9068 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9069 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9070 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9071 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9073 if (r_bloomstate.texture_screen)
9075 // make sure the buffer is available
9076 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9078 R_ResetViewRendering2D();
9080 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9082 // declare variables
9084 static float avgspeed;
9086 speed = VectorLength(cl.movement_velocity);
9088 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9089 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9091 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9092 speed = bound(0, speed, 1);
9093 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9095 // calculate values into a standard alpha
9096 cl.motionbluralpha = 1 - exp(-
9098 (r_motionblur.value * speed / 80)
9100 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9103 max(0.0001, cl.time - cl.oldtime) // fps independent
9106 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9107 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9109 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9111 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9112 GL_Color(1, 1, 1, cl.motionbluralpha);
9113 switch(vid.renderpath)
9115 case RENDERPATH_GL11:
9116 case RENDERPATH_GL13:
9117 case RENDERPATH_GL20:
9118 case RENDERPATH_CGGL:
9119 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9121 case RENDERPATH_D3D9:
9122 case RENDERPATH_D3D10:
9123 case RENDERPATH_D3D11:
9124 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9127 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9128 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9129 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9133 // copy view into the screen texture
9134 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);
9135 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9137 else if (!r_bloomstate.texture_bloom)
9139 // we may still have to do view tint...
9140 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9142 // apply a color tint to the whole view
9143 R_ResetViewRendering2D();
9144 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9145 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9146 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9147 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9148 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9150 break; // no screen processing, no bloom, skip it
9153 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9155 // render simple bloom effect
9156 // copy the screen and shrink it and darken it for the bloom process
9157 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9158 // make the bloom texture
9159 R_Bloom_MakeTexture();
9162 #if _MSC_VER >= 1400
9163 #define sscanf sscanf_s
9165 memset(uservecs, 0, sizeof(uservecs));
9166 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9167 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9168 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9169 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9171 R_ResetViewRendering2D();
9172 GL_Color(1, 1, 1, 1);
9173 GL_BlendFunc(GL_ONE, GL_ZERO);
9175 switch(vid.renderpath)
9177 case RENDERPATH_GL20:
9178 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9179 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9180 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9181 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9182 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9183 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]);
9184 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9185 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]);
9186 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]);
9187 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]);
9188 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]);
9189 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9190 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9191 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9193 case RENDERPATH_CGGL:
9195 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9196 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9197 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9198 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9199 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9200 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
9201 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9202 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
9203 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
9204 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
9205 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
9206 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9207 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9208 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9211 case RENDERPATH_D3D9:
9213 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9214 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9215 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9216 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9217 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9218 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9219 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9220 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9221 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9222 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9223 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9224 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9225 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9226 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9227 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9230 case RENDERPATH_D3D10:
9231 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9233 case RENDERPATH_D3D11:
9234 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9239 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9240 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9242 case RENDERPATH_GL13:
9243 case RENDERPATH_GL11:
9244 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9246 // apply a color tint to the whole view
9247 R_ResetViewRendering2D();
9248 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9250 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9252 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9258 matrix4x4_t r_waterscrollmatrix;
9260 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9262 if (r_refdef.fog_density)
9264 r_refdef.fogcolor[0] = r_refdef.fog_red;
9265 r_refdef.fogcolor[1] = r_refdef.fog_green;
9266 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9268 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9269 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9270 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9271 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9275 VectorCopy(r_refdef.fogcolor, fogvec);
9276 // color.rgb *= ContrastBoost * SceneBrightness;
9277 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9278 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9279 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9280 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9285 void R_UpdateVariables(void)
9289 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9291 r_refdef.farclip = r_farclip_base.value;
9292 if (r_refdef.scene.worldmodel)
9293 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9294 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9296 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9297 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9298 r_refdef.polygonfactor = 0;
9299 r_refdef.polygonoffset = 0;
9300 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9301 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9303 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9304 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9305 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9306 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9307 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9308 if (FAKELIGHT_ENABLED)
9310 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9312 if (r_showsurfaces.integer)
9314 r_refdef.scene.rtworld = false;
9315 r_refdef.scene.rtworldshadows = false;
9316 r_refdef.scene.rtdlight = false;
9317 r_refdef.scene.rtdlightshadows = false;
9318 r_refdef.lightmapintensity = 0;
9321 if (gamemode == GAME_NEHAHRA)
9323 if (gl_fogenable.integer)
9325 r_refdef.oldgl_fogenable = true;
9326 r_refdef.fog_density = gl_fogdensity.value;
9327 r_refdef.fog_red = gl_fogred.value;
9328 r_refdef.fog_green = gl_foggreen.value;
9329 r_refdef.fog_blue = gl_fogblue.value;
9330 r_refdef.fog_alpha = 1;
9331 r_refdef.fog_start = 0;
9332 r_refdef.fog_end = gl_skyclip.value;
9333 r_refdef.fog_height = 1<<30;
9334 r_refdef.fog_fadedepth = 128;
9336 else if (r_refdef.oldgl_fogenable)
9338 r_refdef.oldgl_fogenable = false;
9339 r_refdef.fog_density = 0;
9340 r_refdef.fog_red = 0;
9341 r_refdef.fog_green = 0;
9342 r_refdef.fog_blue = 0;
9343 r_refdef.fog_alpha = 0;
9344 r_refdef.fog_start = 0;
9345 r_refdef.fog_end = 0;
9346 r_refdef.fog_height = 1<<30;
9347 r_refdef.fog_fadedepth = 128;
9351 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9352 r_refdef.fog_start = max(0, r_refdef.fog_start);
9353 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9355 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9357 if (r_refdef.fog_density && r_drawfog.integer)
9359 r_refdef.fogenabled = true;
9360 // this is the point where the fog reaches 0.9986 alpha, which we
9361 // consider a good enough cutoff point for the texture
9362 // (0.9986 * 256 == 255.6)
9363 if (r_fog_exp2.integer)
9364 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9366 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9367 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9368 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9369 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9370 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9371 R_BuildFogHeightTexture();
9372 // fog color was already set
9373 // update the fog texture
9374 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)
9375 R_BuildFogTexture();
9376 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9377 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9380 r_refdef.fogenabled = false;
9382 switch(vid.renderpath)
9384 case RENDERPATH_GL20:
9385 case RENDERPATH_CGGL:
9386 case RENDERPATH_D3D9:
9387 case RENDERPATH_D3D10:
9388 case RENDERPATH_D3D11:
9389 if(v_glslgamma.integer && !vid_gammatables_trivial)
9391 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9393 // build GLSL gamma texture
9394 #define RAMPWIDTH 256
9395 unsigned short ramp[RAMPWIDTH * 3];
9396 unsigned char rampbgr[RAMPWIDTH][4];
9399 r_texture_gammaramps_serial = vid_gammatables_serial;
9401 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9402 for(i = 0; i < RAMPWIDTH; ++i)
9404 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9405 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9406 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9409 if (r_texture_gammaramps)
9411 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9415 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9421 // remove GLSL gamma texture
9424 case RENDERPATH_GL13:
9425 case RENDERPATH_GL11:
9430 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9431 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9437 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9438 if( scenetype != r_currentscenetype ) {
9439 // store the old scenetype
9440 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9441 r_currentscenetype = scenetype;
9442 // move in the new scene
9443 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9452 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9454 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9455 if( scenetype == r_currentscenetype ) {
9456 return &r_refdef.scene;
9458 return &r_scenes_store[ scenetype ];
9467 void R_RenderView(void)
9469 if (r_timereport_active)
9470 R_TimeReport("start");
9471 r_textureframe++; // used only by R_GetCurrentTexture
9472 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9474 if (!r_drawentities.integer)
9475 r_refdef.scene.numentities = 0;
9477 R_AnimCache_ClearCache();
9478 R_FrameData_NewFrame();
9480 if (r_refdef.view.isoverlay)
9482 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9483 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9484 R_TimeReport("depthclear");
9486 r_refdef.view.showdebug = false;
9488 r_waterstate.enabled = false;
9489 r_waterstate.numwaterplanes = 0;
9497 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9498 return; //Host_Error ("R_RenderView: NULL worldmodel");
9500 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9502 R_RenderView_UpdateViewVectors();
9504 R_Shadow_UpdateWorldLightSelection();
9506 R_Bloom_StartFrame();
9507 R_Water_StartFrame();
9510 if (r_timereport_active)
9511 R_TimeReport("viewsetup");
9513 R_ResetViewRendering3D();
9515 if (r_refdef.view.clear || r_refdef.fogenabled)
9517 R_ClearScreen(r_refdef.fogenabled);
9518 if (r_timereport_active)
9519 R_TimeReport("viewclear");
9521 r_refdef.view.clear = true;
9523 // this produces a bloom texture to be used in R_BlendView() later
9524 if (r_hdr.integer && r_bloomstate.bloomwidth)
9526 R_HDR_RenderBloomTexture();
9527 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9528 r_textureframe++; // used only by R_GetCurrentTexture
9531 r_refdef.view.showdebug = true;
9534 if (r_timereport_active)
9535 R_TimeReport("visibility");
9537 r_waterstate.numwaterplanes = 0;
9538 if (r_waterstate.enabled)
9539 R_RenderWaterPlanes();
9542 r_waterstate.numwaterplanes = 0;
9545 if (r_timereport_active)
9546 R_TimeReport("blendview");
9548 GL_Scissor(0, 0, vid.width, vid.height);
9549 GL_ScissorTest(false);
9554 void R_RenderWaterPlanes(void)
9556 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9558 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9559 if (r_timereport_active)
9560 R_TimeReport("waterworld");
9563 // don't let sound skip if going slow
9564 if (r_refdef.scene.extraupdate)
9567 R_DrawModelsAddWaterPlanes();
9568 if (r_timereport_active)
9569 R_TimeReport("watermodels");
9571 if (r_waterstate.numwaterplanes)
9573 R_Water_ProcessPlanes();
9574 if (r_timereport_active)
9575 R_TimeReport("waterscenes");
9579 extern void R_DrawLightningBeams (void);
9580 extern void VM_CL_AddPolygonsToMeshQueue (void);
9581 extern void R_DrawPortals (void);
9582 extern cvar_t cl_locs_show;
9583 static void R_DrawLocs(void);
9584 static void R_DrawEntityBBoxes(void);
9585 static void R_DrawModelDecals(void);
9586 extern void R_DrawModelShadows(void);
9587 extern void R_DrawModelShadowMaps(void);
9588 extern cvar_t cl_decals_newsystem;
9589 extern qboolean r_shadow_usingdeferredprepass;
9590 void R_RenderScene(void)
9592 qboolean shadowmapping = false;
9594 if (r_timereport_active)
9595 R_TimeReport("beginscene");
9597 r_refdef.stats.renders++;
9601 // don't let sound skip if going slow
9602 if (r_refdef.scene.extraupdate)
9605 R_MeshQueue_BeginScene();
9609 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);
9611 if (r_timereport_active)
9612 R_TimeReport("skystartframe");
9614 if (cl.csqc_vidvars.drawworld)
9616 // don't let sound skip if going slow
9617 if (r_refdef.scene.extraupdate)
9620 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9622 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9623 if (r_timereport_active)
9624 R_TimeReport("worldsky");
9627 if (R_DrawBrushModelsSky() && r_timereport_active)
9628 R_TimeReport("bmodelsky");
9630 if (skyrendermasked && skyrenderlater)
9632 // we have to force off the water clipping plane while rendering sky
9636 if (r_timereport_active)
9637 R_TimeReport("sky");
9641 R_AnimCache_CacheVisibleEntities();
9642 if (r_timereport_active)
9643 R_TimeReport("animation");
9645 R_Shadow_PrepareLights();
9646 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9647 R_Shadow_PrepareModelShadows();
9648 if (r_timereport_active)
9649 R_TimeReport("preparelights");
9651 if (R_Shadow_ShadowMappingEnabled())
9652 shadowmapping = true;
9654 if (r_shadow_usingdeferredprepass)
9655 R_Shadow_DrawPrepass();
9657 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9659 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9660 if (r_timereport_active)
9661 R_TimeReport("worlddepth");
9663 if (r_depthfirst.integer >= 2)
9665 R_DrawModelsDepth();
9666 if (r_timereport_active)
9667 R_TimeReport("modeldepth");
9670 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9672 R_DrawModelShadowMaps();
9673 R_ResetViewRendering3D();
9674 // don't let sound skip if going slow
9675 if (r_refdef.scene.extraupdate)
9679 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9681 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9682 if (r_timereport_active)
9683 R_TimeReport("world");
9686 // don't let sound skip if going slow
9687 if (r_refdef.scene.extraupdate)
9691 if (r_timereport_active)
9692 R_TimeReport("models");
9694 // don't let sound skip if going slow
9695 if (r_refdef.scene.extraupdate)
9698 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9700 R_DrawModelShadows();
9701 R_ResetViewRendering3D();
9702 // don't let sound skip if going slow
9703 if (r_refdef.scene.extraupdate)
9707 if (!r_shadow_usingdeferredprepass)
9709 R_Shadow_DrawLights();
9710 if (r_timereport_active)
9711 R_TimeReport("rtlights");
9714 // don't let sound skip if going slow
9715 if (r_refdef.scene.extraupdate)
9718 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9720 R_DrawModelShadows();
9721 R_ResetViewRendering3D();
9722 // don't let sound skip if going slow
9723 if (r_refdef.scene.extraupdate)
9727 if (cl.csqc_vidvars.drawworld)
9729 if (cl_decals_newsystem.integer)
9731 R_DrawModelDecals();
9732 if (r_timereport_active)
9733 R_TimeReport("modeldecals");
9738 if (r_timereport_active)
9739 R_TimeReport("decals");
9743 if (r_timereport_active)
9744 R_TimeReport("particles");
9747 if (r_timereport_active)
9748 R_TimeReport("explosions");
9750 R_DrawLightningBeams();
9751 if (r_timereport_active)
9752 R_TimeReport("lightning");
9755 VM_CL_AddPolygonsToMeshQueue();
9757 if (r_refdef.view.showdebug)
9759 if (cl_locs_show.integer)
9762 if (r_timereport_active)
9763 R_TimeReport("showlocs");
9766 if (r_drawportals.integer)
9769 if (r_timereport_active)
9770 R_TimeReport("portals");
9773 if (r_showbboxes.value > 0)
9775 R_DrawEntityBBoxes();
9776 if (r_timereport_active)
9777 R_TimeReport("bboxes");
9781 R_MeshQueue_RenderTransparent();
9782 if (r_timereport_active)
9783 R_TimeReport("drawtrans");
9785 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))
9787 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9788 if (r_timereport_active)
9789 R_TimeReport("worlddebug");
9790 R_DrawModelsDebug();
9791 if (r_timereport_active)
9792 R_TimeReport("modeldebug");
9795 if (cl.csqc_vidvars.drawworld)
9797 R_Shadow_DrawCoronas();
9798 if (r_timereport_active)
9799 R_TimeReport("coronas");
9804 GL_DepthTest(false);
9805 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9806 GL_Color(1, 1, 1, 1);
9807 qglBegin(GL_POLYGON);
9808 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9809 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9810 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9811 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9813 qglBegin(GL_POLYGON);
9814 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]);
9815 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]);
9816 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]);
9817 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]);
9819 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9823 // don't let sound skip if going slow
9824 if (r_refdef.scene.extraupdate)
9827 R_ResetViewRendering2D();
9830 static const unsigned short bboxelements[36] =
9840 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9843 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9845 RSurf_ActiveWorldEntity();
9847 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9848 GL_DepthMask(false);
9849 GL_DepthRange(0, 1);
9850 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9851 R_Mesh_ResetTextureState();
9853 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9854 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9855 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9856 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9857 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9858 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9859 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9860 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9861 R_FillColors(color4f, 8, cr, cg, cb, ca);
9862 if (r_refdef.fogenabled)
9864 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9866 f1 = RSurf_FogVertex(v);
9868 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9869 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9870 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9873 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9874 R_Mesh_ResetTextureState();
9875 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9876 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9879 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9883 prvm_edict_t *edict;
9884 prvm_prog_t *prog_save = prog;
9886 // this function draws bounding boxes of server entities
9890 GL_CullFace(GL_NONE);
9891 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9895 for (i = 0;i < numsurfaces;i++)
9897 edict = PRVM_EDICT_NUM(surfacelist[i]);
9898 switch ((int)edict->fields.server->solid)
9900 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9901 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9902 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9903 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9904 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9905 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9907 color[3] *= r_showbboxes.value;
9908 color[3] = bound(0, color[3], 1);
9909 GL_DepthTest(!r_showdisabledepthtest.integer);
9910 GL_CullFace(r_refdef.view.cullface_front);
9911 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9917 static void R_DrawEntityBBoxes(void)
9920 prvm_edict_t *edict;
9922 prvm_prog_t *prog_save = prog;
9924 // this function draws bounding boxes of server entities
9930 for (i = 0;i < prog->num_edicts;i++)
9932 edict = PRVM_EDICT_NUM(i);
9933 if (edict->priv.server->free)
9935 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9936 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9938 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9940 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9941 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9947 static const int nomodelelement3i[24] =
9959 static const unsigned short nomodelelement3s[24] =
9971 static const float nomodelvertex3f[6*3] =
9981 static const float nomodelcolor4f[6*4] =
9983 0.0f, 0.0f, 0.5f, 1.0f,
9984 0.0f, 0.0f, 0.5f, 1.0f,
9985 0.0f, 0.5f, 0.0f, 1.0f,
9986 0.0f, 0.5f, 0.0f, 1.0f,
9987 0.5f, 0.0f, 0.0f, 1.0f,
9988 0.5f, 0.0f, 0.0f, 1.0f
9991 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9997 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);
9999 // this is only called once per entity so numsurfaces is always 1, and
10000 // surfacelist is always {0}, so this code does not handle batches
10002 if (rsurface.ent_flags & RENDER_ADDITIVE)
10004 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10005 GL_DepthMask(false);
10007 else if (rsurface.colormod[3] < 1)
10009 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10010 GL_DepthMask(false);
10014 GL_BlendFunc(GL_ONE, GL_ZERO);
10015 GL_DepthMask(true);
10017 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10018 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10019 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10020 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10021 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10022 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10023 for (i = 0, c = color4f;i < 6;i++, c += 4)
10025 c[0] *= rsurface.colormod[0];
10026 c[1] *= rsurface.colormod[1];
10027 c[2] *= rsurface.colormod[2];
10028 c[3] *= rsurface.colormod[3];
10030 if (r_refdef.fogenabled)
10032 for (i = 0, c = color4f;i < 6;i++, c += 4)
10034 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10036 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10037 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10038 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10041 R_Mesh_ResetTextureState();
10042 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10043 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10046 void R_DrawNoModel(entity_render_t *ent)
10049 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10050 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10051 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10053 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10056 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10058 vec3_t right1, right2, diff, normal;
10060 VectorSubtract (org2, org1, normal);
10062 // calculate 'right' vector for start
10063 VectorSubtract (r_refdef.view.origin, org1, diff);
10064 CrossProduct (normal, diff, right1);
10065 VectorNormalize (right1);
10067 // calculate 'right' vector for end
10068 VectorSubtract (r_refdef.view.origin, org2, diff);
10069 CrossProduct (normal, diff, right2);
10070 VectorNormalize (right2);
10072 vert[ 0] = org1[0] + width * right1[0];
10073 vert[ 1] = org1[1] + width * right1[1];
10074 vert[ 2] = org1[2] + width * right1[2];
10075 vert[ 3] = org1[0] - width * right1[0];
10076 vert[ 4] = org1[1] - width * right1[1];
10077 vert[ 5] = org1[2] - width * right1[2];
10078 vert[ 6] = org2[0] - width * right2[0];
10079 vert[ 7] = org2[1] - width * right2[1];
10080 vert[ 8] = org2[2] - width * right2[2];
10081 vert[ 9] = org2[0] + width * right2[0];
10082 vert[10] = org2[1] + width * right2[1];
10083 vert[11] = org2[2] + width * right2[2];
10086 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)
10088 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10089 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10090 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10091 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10092 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10093 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10094 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10095 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10096 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10097 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10098 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10099 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10102 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10107 VectorSet(v, x, y, z);
10108 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10109 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10111 if (i == mesh->numvertices)
10113 if (mesh->numvertices < mesh->maxvertices)
10115 VectorCopy(v, vertex3f);
10116 mesh->numvertices++;
10118 return mesh->numvertices;
10124 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10127 int *e, element[3];
10128 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10129 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10130 e = mesh->element3i + mesh->numtriangles * 3;
10131 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10133 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10134 if (mesh->numtriangles < mesh->maxtriangles)
10139 mesh->numtriangles++;
10141 element[1] = element[2];
10145 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10148 int *e, element[3];
10149 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10150 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10151 e = mesh->element3i + mesh->numtriangles * 3;
10152 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10154 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10155 if (mesh->numtriangles < mesh->maxtriangles)
10160 mesh->numtriangles++;
10162 element[1] = element[2];
10166 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10167 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10169 int planenum, planenum2;
10172 mplane_t *plane, *plane2;
10174 double temppoints[2][256*3];
10175 // figure out how large a bounding box we need to properly compute this brush
10177 for (w = 0;w < numplanes;w++)
10178 maxdist = max(maxdist, fabs(planes[w].dist));
10179 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10180 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10181 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10185 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10186 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10188 if (planenum2 == planenum)
10190 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);
10193 if (tempnumpoints < 3)
10195 // generate elements forming a triangle fan for this polygon
10196 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10200 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)
10202 texturelayer_t *layer;
10203 layer = t->currentlayers + t->currentnumlayers++;
10204 layer->type = type;
10205 layer->depthmask = depthmask;
10206 layer->blendfunc1 = blendfunc1;
10207 layer->blendfunc2 = blendfunc2;
10208 layer->texture = texture;
10209 layer->texmatrix = *matrix;
10210 layer->color[0] = r;
10211 layer->color[1] = g;
10212 layer->color[2] = b;
10213 layer->color[3] = a;
10216 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10218 if(parms[0] == 0 && parms[1] == 0)
10220 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10221 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10226 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10229 index = parms[2] + r_refdef.scene.time * parms[3];
10230 index -= floor(index);
10231 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10234 case Q3WAVEFUNC_NONE:
10235 case Q3WAVEFUNC_NOISE:
10236 case Q3WAVEFUNC_COUNT:
10239 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10240 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10241 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10242 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10243 case Q3WAVEFUNC_TRIANGLE:
10245 f = index - floor(index);
10248 else if (index < 2)
10250 else if (index < 3)
10256 f = parms[0] + parms[1] * f;
10257 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10258 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10262 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10267 matrix4x4_t matrix, temp;
10268 switch(tcmod->tcmod)
10270 case Q3TCMOD_COUNT:
10272 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10273 matrix = r_waterscrollmatrix;
10275 matrix = identitymatrix;
10277 case Q3TCMOD_ENTITYTRANSLATE:
10278 // this is used in Q3 to allow the gamecode to control texcoord
10279 // scrolling on the entity, which is not supported in darkplaces yet.
10280 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10282 case Q3TCMOD_ROTATE:
10283 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10284 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10285 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10287 case Q3TCMOD_SCALE:
10288 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10290 case Q3TCMOD_SCROLL:
10291 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10293 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10294 w = (int) tcmod->parms[0];
10295 h = (int) tcmod->parms[1];
10296 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10298 idx = (int) floor(f * w * h);
10299 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10301 case Q3TCMOD_STRETCH:
10302 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10303 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10305 case Q3TCMOD_TRANSFORM:
10306 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10307 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10308 VectorSet(tcmat + 6, 0 , 0 , 1);
10309 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10310 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10312 case Q3TCMOD_TURBULENT:
10313 // this is handled in the RSurf_PrepareVertices function
10314 matrix = identitymatrix;
10318 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10321 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10323 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10324 char name[MAX_QPATH];
10325 skinframe_t *skinframe;
10326 unsigned char pixels[296*194];
10327 strlcpy(cache->name, skinname, sizeof(cache->name));
10328 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10329 if (developer_loading.integer)
10330 Con_Printf("loading %s\n", name);
10331 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10332 if (!skinframe || !skinframe->base)
10335 fs_offset_t filesize;
10337 f = FS_LoadFile(name, tempmempool, true, &filesize);
10340 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10341 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10345 cache->skinframe = skinframe;
10348 texture_t *R_GetCurrentTexture(texture_t *t)
10351 const entity_render_t *ent = rsurface.entity;
10352 dp_model_t *model = ent->model;
10353 q3shaderinfo_layer_tcmod_t *tcmod;
10355 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10356 return t->currentframe;
10357 t->update_lastrenderframe = r_textureframe;
10358 t->update_lastrenderentity = (void *)ent;
10360 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10361 t->camera_entity = ent->entitynumber;
10363 t->camera_entity = 0;
10365 // switch to an alternate material if this is a q1bsp animated material
10367 texture_t *texture = t;
10368 int s = rsurface.ent_skinnum;
10369 if ((unsigned int)s >= (unsigned int)model->numskins)
10371 if (model->skinscenes)
10373 if (model->skinscenes[s].framecount > 1)
10374 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10376 s = model->skinscenes[s].firstframe;
10379 t = t + s * model->num_surfaces;
10382 // use an alternate animation if the entity's frame is not 0,
10383 // and only if the texture has an alternate animation
10384 if (rsurface.ent_alttextures && t->anim_total[1])
10385 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10387 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10389 texture->currentframe = t;
10392 // update currentskinframe to be a qw skin or animation frame
10393 if (rsurface.ent_qwskin >= 0)
10395 i = rsurface.ent_qwskin;
10396 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10398 r_qwskincache_size = cl.maxclients;
10400 Mem_Free(r_qwskincache);
10401 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10403 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10404 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10405 t->currentskinframe = r_qwskincache[i].skinframe;
10406 if (t->currentskinframe == NULL)
10407 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10409 else if (t->numskinframes >= 2)
10410 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10411 if (t->backgroundnumskinframes >= 2)
10412 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10414 t->currentmaterialflags = t->basematerialflags;
10415 t->currentalpha = rsurface.colormod[3];
10416 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10417 t->currentalpha *= r_wateralpha.value;
10418 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10419 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10420 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10421 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10422 if (!(rsurface.ent_flags & RENDER_LIGHT))
10423 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10424 else if (FAKELIGHT_ENABLED)
10426 // no modellight if using fakelight for the map
10428 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10430 // pick a model lighting mode
10431 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10432 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10434 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10436 if (rsurface.ent_flags & RENDER_ADDITIVE)
10437 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10438 else if (t->currentalpha < 1)
10439 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10440 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10441 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10442 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10443 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10444 if (t->backgroundnumskinframes)
10445 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10446 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10448 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10449 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10452 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10453 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10454 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10456 // there is no tcmod
10457 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10459 t->currenttexmatrix = r_waterscrollmatrix;
10460 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10462 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10464 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10465 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10468 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10469 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10470 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10471 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10473 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10474 if (t->currentskinframe->qpixels)
10475 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10476 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10477 if (!t->basetexture)
10478 t->basetexture = r_texture_notexture;
10479 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10480 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10481 t->nmaptexture = t->currentskinframe->nmap;
10482 if (!t->nmaptexture)
10483 t->nmaptexture = r_texture_blanknormalmap;
10484 t->glosstexture = r_texture_black;
10485 t->glowtexture = t->currentskinframe->glow;
10486 t->fogtexture = t->currentskinframe->fog;
10487 t->reflectmasktexture = t->currentskinframe->reflect;
10488 if (t->backgroundnumskinframes)
10490 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10491 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10492 t->backgroundglosstexture = r_texture_black;
10493 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10494 if (!t->backgroundnmaptexture)
10495 t->backgroundnmaptexture = r_texture_blanknormalmap;
10499 t->backgroundbasetexture = r_texture_white;
10500 t->backgroundnmaptexture = r_texture_blanknormalmap;
10501 t->backgroundglosstexture = r_texture_black;
10502 t->backgroundglowtexture = NULL;
10504 t->specularpower = r_shadow_glossexponent.value;
10505 // TODO: store reference values for these in the texture?
10506 t->specularscale = 0;
10507 if (r_shadow_gloss.integer > 0)
10509 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10511 if (r_shadow_glossintensity.value > 0)
10513 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10514 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10515 t->specularscale = r_shadow_glossintensity.value;
10518 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10520 t->glosstexture = r_texture_white;
10521 t->backgroundglosstexture = r_texture_white;
10522 t->specularscale = r_shadow_gloss2intensity.value;
10523 t->specularpower = r_shadow_gloss2exponent.value;
10526 t->specularscale *= t->specularscalemod;
10527 t->specularpower *= t->specularpowermod;
10529 // lightmaps mode looks bad with dlights using actual texturing, so turn
10530 // off the colormap and glossmap, but leave the normalmap on as it still
10531 // accurately represents the shading involved
10532 if (gl_lightmaps.integer)
10534 t->basetexture = r_texture_grey128;
10535 t->pantstexture = r_texture_black;
10536 t->shirttexture = r_texture_black;
10537 t->nmaptexture = r_texture_blanknormalmap;
10538 t->glosstexture = r_texture_black;
10539 t->glowtexture = NULL;
10540 t->fogtexture = NULL;
10541 t->reflectmasktexture = NULL;
10542 t->backgroundbasetexture = NULL;
10543 t->backgroundnmaptexture = r_texture_blanknormalmap;
10544 t->backgroundglosstexture = r_texture_black;
10545 t->backgroundglowtexture = NULL;
10546 t->specularscale = 0;
10547 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10550 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10551 VectorClear(t->dlightcolor);
10552 t->currentnumlayers = 0;
10553 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10555 int blendfunc1, blendfunc2;
10556 qboolean depthmask;
10557 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10559 blendfunc1 = GL_SRC_ALPHA;
10560 blendfunc2 = GL_ONE;
10562 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10564 blendfunc1 = GL_SRC_ALPHA;
10565 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10567 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10569 blendfunc1 = t->customblendfunc[0];
10570 blendfunc2 = t->customblendfunc[1];
10574 blendfunc1 = GL_ONE;
10575 blendfunc2 = GL_ZERO;
10577 // don't colormod evilblend textures
10578 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10579 VectorSet(t->lightmapcolor, 1, 1, 1);
10580 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10581 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10583 // fullbright is not affected by r_refdef.lightmapintensity
10584 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]);
10585 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10586 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]);
10587 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10588 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]);
10592 vec3_t ambientcolor;
10594 // set the color tint used for lights affecting this surface
10595 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10597 // q3bsp has no lightmap updates, so the lightstylevalue that
10598 // would normally be baked into the lightmap must be
10599 // applied to the color
10600 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10601 if (model->type == mod_brushq3)
10602 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10603 colorscale *= r_refdef.lightmapintensity;
10604 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10605 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10606 // basic lit geometry
10607 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]);
10608 // add pants/shirt if needed
10609 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10610 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]);
10611 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10612 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]);
10613 // now add ambient passes if needed
10614 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10616 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]);
10617 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10618 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]);
10619 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10620 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]);
10623 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10624 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]);
10625 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10627 // if this is opaque use alpha blend which will darken the earlier
10630 // if this is an alpha blended material, all the earlier passes
10631 // were darkened by fog already, so we only need to add the fog
10632 // color ontop through the fog mask texture
10634 // if this is an additive blended material, all the earlier passes
10635 // were darkened by fog already, and we should not add fog color
10636 // (because the background was not darkened, there is no fog color
10637 // that was lost behind it).
10638 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]);
10642 return t->currentframe;
10645 rsurfacestate_t rsurface;
10647 void R_Mesh_ResizeArrays(int newvertices)
10649 unsigned char *base;
10651 if (rsurface.array_size >= newvertices)
10653 if (rsurface.array_base)
10654 Mem_Free(rsurface.array_base);
10655 rsurface.array_size = (newvertices + 1023) & ~1023;
10657 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10658 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10659 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10660 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10661 size += rsurface.array_size * sizeof(float[3]);
10662 size += rsurface.array_size * sizeof(float[3]);
10663 size += rsurface.array_size * sizeof(float[3]);
10664 size += rsurface.array_size * sizeof(float[3]);
10665 size += rsurface.array_size * sizeof(float[3]);
10666 size += rsurface.array_size * sizeof(float[3]);
10667 size += rsurface.array_size * sizeof(float[3]);
10668 size += rsurface.array_size * sizeof(float[3]);
10669 size += rsurface.array_size * sizeof(float[4]);
10670 size += rsurface.array_size * sizeof(float[2]);
10671 size += rsurface.array_size * sizeof(float[2]);
10672 size += rsurface.array_size * sizeof(float[4]);
10673 size += rsurface.array_size * sizeof(int[3]);
10674 size += rsurface.array_size * sizeof(unsigned short[3]);
10675 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10676 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10677 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10678 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10679 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10680 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10681 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10682 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10683 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10684 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10685 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10686 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10687 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10688 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10689 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10690 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10691 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10692 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10693 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10696 void RSurf_ActiveWorldEntity(void)
10698 dp_model_t *model = r_refdef.scene.worldmodel;
10699 //if (rsurface.entity == r_refdef.scene.worldentity)
10701 rsurface.entity = r_refdef.scene.worldentity;
10702 rsurface.skeleton = NULL;
10703 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10704 rsurface.ent_skinnum = 0;
10705 rsurface.ent_qwskin = -1;
10706 rsurface.ent_shadertime = 0;
10707 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10708 if (rsurface.array_size < model->surfmesh.num_vertices)
10709 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10710 rsurface.matrix = identitymatrix;
10711 rsurface.inversematrix = identitymatrix;
10712 rsurface.matrixscale = 1;
10713 rsurface.inversematrixscale = 1;
10714 R_EntityMatrix(&identitymatrix);
10715 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10716 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10717 rsurface.fograngerecip = r_refdef.fograngerecip;
10718 rsurface.fogheightfade = r_refdef.fogheightfade;
10719 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10720 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10721 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10722 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10723 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10724 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10725 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10726 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10727 rsurface.colormod[3] = 1;
10728 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);
10729 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10730 rsurface.frameblend[0].lerp = 1;
10731 rsurface.ent_alttextures = false;
10732 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10733 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10734 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10735 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10736 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10737 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10738 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10739 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10740 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10741 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10742 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10743 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10744 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10745 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10746 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10747 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10748 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10749 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10750 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10751 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10752 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10753 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10754 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10755 rsurface.modelelement3i = model->surfmesh.data_element3i;
10756 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10757 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10758 rsurface.modelelement3s = model->surfmesh.data_element3s;
10759 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10760 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10761 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10762 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10763 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10764 rsurface.modelsurfaces = model->data_surfaces;
10765 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10766 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10767 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10768 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10769 rsurface.modelgeneratedvertex = false;
10770 rsurface.batchgeneratedvertex = false;
10771 rsurface.batchfirstvertex = 0;
10772 rsurface.batchnumvertices = 0;
10773 rsurface.batchfirsttriangle = 0;
10774 rsurface.batchnumtriangles = 0;
10775 rsurface.batchvertex3f = NULL;
10776 rsurface.batchvertex3f_vertexbuffer = NULL;
10777 rsurface.batchvertex3f_bufferoffset = 0;
10778 rsurface.batchsvector3f = NULL;
10779 rsurface.batchsvector3f_vertexbuffer = NULL;
10780 rsurface.batchsvector3f_bufferoffset = 0;
10781 rsurface.batchtvector3f = NULL;
10782 rsurface.batchtvector3f_vertexbuffer = NULL;
10783 rsurface.batchtvector3f_bufferoffset = 0;
10784 rsurface.batchnormal3f = NULL;
10785 rsurface.batchnormal3f_vertexbuffer = NULL;
10786 rsurface.batchnormal3f_bufferoffset = 0;
10787 rsurface.batchlightmapcolor4f = NULL;
10788 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10789 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10790 rsurface.batchtexcoordtexture2f = NULL;
10791 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10792 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10793 rsurface.batchtexcoordlightmap2f = NULL;
10794 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10795 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10796 rsurface.batchvertexmesh = NULL;
10797 rsurface.batchvertexmeshbuffer = NULL;
10798 rsurface.batchvertexposition = NULL;
10799 rsurface.batchvertexpositionbuffer = NULL;
10800 rsurface.batchelement3i = NULL;
10801 rsurface.batchelement3i_indexbuffer = NULL;
10802 rsurface.batchelement3i_bufferoffset = 0;
10803 rsurface.batchelement3s = NULL;
10804 rsurface.batchelement3s_indexbuffer = NULL;
10805 rsurface.batchelement3s_bufferoffset = 0;
10806 rsurface.passcolor4f = NULL;
10807 rsurface.passcolor4f_vertexbuffer = NULL;
10808 rsurface.passcolor4f_bufferoffset = 0;
10811 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10813 dp_model_t *model = ent->model;
10814 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10816 rsurface.entity = (entity_render_t *)ent;
10817 rsurface.skeleton = ent->skeleton;
10818 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10819 rsurface.ent_skinnum = ent->skinnum;
10820 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;
10821 rsurface.ent_shadertime = ent->shadertime;
10822 rsurface.ent_flags = ent->flags;
10823 if (rsurface.array_size < model->surfmesh.num_vertices)
10824 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10825 rsurface.matrix = ent->matrix;
10826 rsurface.inversematrix = ent->inversematrix;
10827 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10828 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10829 R_EntityMatrix(&rsurface.matrix);
10830 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10831 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10832 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10833 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10834 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10835 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10836 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10837 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10838 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10839 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10840 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10841 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10842 rsurface.colormod[3] = ent->alpha;
10843 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10844 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10845 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10846 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10847 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10848 if (ent->model->brush.submodel && !prepass)
10850 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10851 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10853 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10855 if (ent->animcache_vertex3f && !r_framedata_failed)
10857 rsurface.modelvertex3f = ent->animcache_vertex3f;
10858 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10859 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10860 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10861 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10862 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10863 rsurface.modelvertexposition = ent->animcache_vertexposition;
10864 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10866 else if (wanttangents)
10868 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10869 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10870 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10871 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10872 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10873 rsurface.modelvertexmesh = NULL;
10874 rsurface.modelvertexmeshbuffer = NULL;
10875 rsurface.modelvertexposition = NULL;
10876 rsurface.modelvertexpositionbuffer = NULL;
10878 else if (wantnormals)
10880 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10881 rsurface.modelsvector3f = NULL;
10882 rsurface.modeltvector3f = NULL;
10883 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10884 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10885 rsurface.modelvertexmesh = NULL;
10886 rsurface.modelvertexmeshbuffer = NULL;
10887 rsurface.modelvertexposition = NULL;
10888 rsurface.modelvertexpositionbuffer = NULL;
10892 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10893 rsurface.modelsvector3f = NULL;
10894 rsurface.modeltvector3f = NULL;
10895 rsurface.modelnormal3f = NULL;
10896 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10897 rsurface.modelvertexmesh = NULL;
10898 rsurface.modelvertexmeshbuffer = NULL;
10899 rsurface.modelvertexposition = NULL;
10900 rsurface.modelvertexpositionbuffer = NULL;
10902 rsurface.modelvertex3f_vertexbuffer = 0;
10903 rsurface.modelvertex3f_bufferoffset = 0;
10904 rsurface.modelsvector3f_vertexbuffer = 0;
10905 rsurface.modelsvector3f_bufferoffset = 0;
10906 rsurface.modeltvector3f_vertexbuffer = 0;
10907 rsurface.modeltvector3f_bufferoffset = 0;
10908 rsurface.modelnormal3f_vertexbuffer = 0;
10909 rsurface.modelnormal3f_bufferoffset = 0;
10910 rsurface.modelgeneratedvertex = true;
10914 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10915 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10916 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10917 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10918 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10919 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10920 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10921 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10922 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10923 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10924 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10925 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10926 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10927 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10928 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10929 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10930 rsurface.modelgeneratedvertex = false;
10932 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10933 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10934 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10935 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10936 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10937 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10938 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10939 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10940 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10941 rsurface.modelelement3i = model->surfmesh.data_element3i;
10942 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10943 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10944 rsurface.modelelement3s = model->surfmesh.data_element3s;
10945 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10946 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10947 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10948 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10949 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10950 rsurface.modelsurfaces = model->data_surfaces;
10951 rsurface.batchgeneratedvertex = false;
10952 rsurface.batchfirstvertex = 0;
10953 rsurface.batchnumvertices = 0;
10954 rsurface.batchfirsttriangle = 0;
10955 rsurface.batchnumtriangles = 0;
10956 rsurface.batchvertex3f = NULL;
10957 rsurface.batchvertex3f_vertexbuffer = NULL;
10958 rsurface.batchvertex3f_bufferoffset = 0;
10959 rsurface.batchsvector3f = NULL;
10960 rsurface.batchsvector3f_vertexbuffer = NULL;
10961 rsurface.batchsvector3f_bufferoffset = 0;
10962 rsurface.batchtvector3f = NULL;
10963 rsurface.batchtvector3f_vertexbuffer = NULL;
10964 rsurface.batchtvector3f_bufferoffset = 0;
10965 rsurface.batchnormal3f = NULL;
10966 rsurface.batchnormal3f_vertexbuffer = NULL;
10967 rsurface.batchnormal3f_bufferoffset = 0;
10968 rsurface.batchlightmapcolor4f = NULL;
10969 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10970 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10971 rsurface.batchtexcoordtexture2f = NULL;
10972 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10973 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10974 rsurface.batchtexcoordlightmap2f = NULL;
10975 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10976 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10977 rsurface.batchvertexmesh = NULL;
10978 rsurface.batchvertexmeshbuffer = NULL;
10979 rsurface.batchvertexposition = NULL;
10980 rsurface.batchvertexpositionbuffer = NULL;
10981 rsurface.batchelement3i = NULL;
10982 rsurface.batchelement3i_indexbuffer = NULL;
10983 rsurface.batchelement3i_bufferoffset = 0;
10984 rsurface.batchelement3s = NULL;
10985 rsurface.batchelement3s_indexbuffer = NULL;
10986 rsurface.batchelement3s_bufferoffset = 0;
10987 rsurface.passcolor4f = NULL;
10988 rsurface.passcolor4f_vertexbuffer = NULL;
10989 rsurface.passcolor4f_bufferoffset = 0;
10992 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)
10996 rsurface.entity = r_refdef.scene.worldentity;
10997 rsurface.skeleton = NULL;
10998 rsurface.ent_skinnum = 0;
10999 rsurface.ent_qwskin = -1;
11000 rsurface.ent_shadertime = shadertime;
11001 rsurface.ent_flags = entflags;
11002 rsurface.modelnumvertices = numvertices;
11003 rsurface.modelnumtriangles = numtriangles;
11004 if (rsurface.array_size < rsurface.modelnumvertices)
11005 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11006 rsurface.matrix = *matrix;
11007 rsurface.inversematrix = *inversematrix;
11008 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11009 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11010 R_EntityMatrix(&rsurface.matrix);
11011 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11012 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11013 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11014 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11015 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11016 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11017 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11018 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11019 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11020 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11021 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11022 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11023 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);
11024 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11025 rsurface.frameblend[0].lerp = 1;
11026 rsurface.ent_alttextures = false;
11027 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11028 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11031 rsurface.modelvertex3f = vertex3f;
11032 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11033 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11034 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11036 else if (wantnormals)
11038 rsurface.modelvertex3f = vertex3f;
11039 rsurface.modelsvector3f = NULL;
11040 rsurface.modeltvector3f = NULL;
11041 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11045 rsurface.modelvertex3f = vertex3f;
11046 rsurface.modelsvector3f = NULL;
11047 rsurface.modeltvector3f = NULL;
11048 rsurface.modelnormal3f = NULL;
11050 rsurface.modelvertexmesh = NULL;
11051 rsurface.modelvertexmeshbuffer = NULL;
11052 rsurface.modelvertexposition = NULL;
11053 rsurface.modelvertexpositionbuffer = NULL;
11054 rsurface.modelvertex3f_vertexbuffer = 0;
11055 rsurface.modelvertex3f_bufferoffset = 0;
11056 rsurface.modelsvector3f_vertexbuffer = 0;
11057 rsurface.modelsvector3f_bufferoffset = 0;
11058 rsurface.modeltvector3f_vertexbuffer = 0;
11059 rsurface.modeltvector3f_bufferoffset = 0;
11060 rsurface.modelnormal3f_vertexbuffer = 0;
11061 rsurface.modelnormal3f_bufferoffset = 0;
11062 rsurface.modelgeneratedvertex = true;
11063 rsurface.modellightmapcolor4f = color4f;
11064 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11065 rsurface.modellightmapcolor4f_bufferoffset = 0;
11066 rsurface.modeltexcoordtexture2f = texcoord2f;
11067 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11068 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11069 rsurface.modeltexcoordlightmap2f = NULL;
11070 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11071 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11072 rsurface.modelelement3i = element3i;
11073 rsurface.modelelement3i_indexbuffer = NULL;
11074 rsurface.modelelement3i_bufferoffset = 0;
11075 rsurface.modelelement3s = element3s;
11076 rsurface.modelelement3s_indexbuffer = NULL;
11077 rsurface.modelelement3s_bufferoffset = 0;
11078 rsurface.modellightmapoffsets = NULL;
11079 rsurface.modelsurfaces = NULL;
11080 rsurface.batchgeneratedvertex = false;
11081 rsurface.batchfirstvertex = 0;
11082 rsurface.batchnumvertices = 0;
11083 rsurface.batchfirsttriangle = 0;
11084 rsurface.batchnumtriangles = 0;
11085 rsurface.batchvertex3f = NULL;
11086 rsurface.batchvertex3f_vertexbuffer = NULL;
11087 rsurface.batchvertex3f_bufferoffset = 0;
11088 rsurface.batchsvector3f = NULL;
11089 rsurface.batchsvector3f_vertexbuffer = NULL;
11090 rsurface.batchsvector3f_bufferoffset = 0;
11091 rsurface.batchtvector3f = NULL;
11092 rsurface.batchtvector3f_vertexbuffer = NULL;
11093 rsurface.batchtvector3f_bufferoffset = 0;
11094 rsurface.batchnormal3f = NULL;
11095 rsurface.batchnormal3f_vertexbuffer = NULL;
11096 rsurface.batchnormal3f_bufferoffset = 0;
11097 rsurface.batchlightmapcolor4f = NULL;
11098 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11099 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11100 rsurface.batchtexcoordtexture2f = NULL;
11101 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11102 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11103 rsurface.batchtexcoordlightmap2f = NULL;
11104 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11105 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11106 rsurface.batchvertexmesh = NULL;
11107 rsurface.batchvertexmeshbuffer = NULL;
11108 rsurface.batchvertexposition = NULL;
11109 rsurface.batchvertexpositionbuffer = NULL;
11110 rsurface.batchelement3i = NULL;
11111 rsurface.batchelement3i_indexbuffer = NULL;
11112 rsurface.batchelement3i_bufferoffset = 0;
11113 rsurface.batchelement3s = NULL;
11114 rsurface.batchelement3s_indexbuffer = NULL;
11115 rsurface.batchelement3s_bufferoffset = 0;
11116 rsurface.passcolor4f = NULL;
11117 rsurface.passcolor4f_vertexbuffer = NULL;
11118 rsurface.passcolor4f_bufferoffset = 0;
11120 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11122 if ((wantnormals || wanttangents) && !normal3f)
11124 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11125 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11127 if (wanttangents && !svector3f)
11129 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11130 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11131 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11135 // now convert arrays into vertexmesh structs
11136 for (i = 0;i < numvertices;i++)
11138 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11139 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11140 if (rsurface.modelsvector3f)
11141 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11142 if (rsurface.modeltvector3f)
11143 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11144 if (rsurface.modelnormal3f)
11145 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11146 if (rsurface.modellightmapcolor4f)
11147 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11148 if (rsurface.modeltexcoordtexture2f)
11149 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11150 if (rsurface.modeltexcoordlightmap2f)
11151 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11155 float RSurf_FogPoint(const float *v)
11157 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11158 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11159 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11160 float FogHeightFade = r_refdef.fogheightfade;
11162 unsigned int fogmasktableindex;
11163 if (r_refdef.fogplaneviewabove)
11164 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11166 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11167 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11168 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11171 float RSurf_FogVertex(const float *v)
11173 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11174 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11175 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11176 float FogHeightFade = rsurface.fogheightfade;
11178 unsigned int fogmasktableindex;
11179 if (r_refdef.fogplaneviewabove)
11180 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11182 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11183 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11184 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11187 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11190 for (i = 0;i < numelements;i++)
11191 outelement3i[i] = inelement3i[i] + adjust;
11194 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11195 extern cvar_t gl_vbo;
11196 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11204 int surfacefirsttriangle;
11205 int surfacenumtriangles;
11206 int surfacefirstvertex;
11207 int surfaceendvertex;
11208 int surfacenumvertices;
11212 qboolean dynamicvertex;
11216 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11217 float waveparms[4];
11218 q3shaderinfo_deform_t *deform;
11219 const msurface_t *surface, *firstsurface;
11220 r_vertexposition_t *vertexposition;
11221 r_vertexmesh_t *vertexmesh;
11222 if (!texturenumsurfaces)
11224 // find vertex range of this surface batch
11226 firstsurface = texturesurfacelist[0];
11227 firsttriangle = firstsurface->num_firsttriangle;
11229 firstvertex = endvertex = firstsurface->num_firstvertex;
11230 for (i = 0;i < texturenumsurfaces;i++)
11232 surface = texturesurfacelist[i];
11233 if (surface != firstsurface + i)
11235 surfacefirstvertex = surface->num_firstvertex;
11236 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11237 surfacenumtriangles = surface->num_triangles;
11238 if (firstvertex > surfacefirstvertex)
11239 firstvertex = surfacefirstvertex;
11240 if (endvertex < surfaceendvertex)
11241 endvertex = surfaceendvertex;
11242 numtriangles += surfacenumtriangles;
11247 // we now know the vertex range used, and if there are any gaps in it
11248 rsurface.batchfirstvertex = firstvertex;
11249 rsurface.batchnumvertices = endvertex - firstvertex;
11250 rsurface.batchfirsttriangle = firsttriangle;
11251 rsurface.batchnumtriangles = numtriangles;
11253 // this variable holds flags for which properties have been updated that
11254 // may require regenerating vertexmesh or vertexposition arrays...
11257 // check if any dynamic vertex processing must occur
11258 dynamicvertex = false;
11260 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11261 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11262 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11264 switch (deform->deform)
11267 case Q3DEFORM_PROJECTIONSHADOW:
11268 case Q3DEFORM_TEXT0:
11269 case Q3DEFORM_TEXT1:
11270 case Q3DEFORM_TEXT2:
11271 case Q3DEFORM_TEXT3:
11272 case Q3DEFORM_TEXT4:
11273 case Q3DEFORM_TEXT5:
11274 case Q3DEFORM_TEXT6:
11275 case Q3DEFORM_TEXT7:
11276 case Q3DEFORM_NONE:
11278 case Q3DEFORM_AUTOSPRITE:
11279 dynamicvertex = true;
11280 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11281 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11283 case Q3DEFORM_AUTOSPRITE2:
11284 dynamicvertex = true;
11285 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11286 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11288 case Q3DEFORM_NORMAL:
11289 dynamicvertex = true;
11290 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11291 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11293 case Q3DEFORM_WAVE:
11294 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11295 break; // if wavefunc is a nop, ignore this transform
11296 dynamicvertex = true;
11297 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11298 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11300 case Q3DEFORM_BULGE:
11301 dynamicvertex = true;
11302 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11303 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11305 case Q3DEFORM_MOVE:
11306 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11307 break; // if wavefunc is a nop, ignore this transform
11308 dynamicvertex = true;
11309 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11310 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11314 switch(rsurface.texture->tcgen.tcgen)
11317 case Q3TCGEN_TEXTURE:
11319 case Q3TCGEN_LIGHTMAP:
11320 dynamicvertex = true;
11321 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11322 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11324 case Q3TCGEN_VECTOR:
11325 dynamicvertex = true;
11326 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11327 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11329 case Q3TCGEN_ENVIRONMENT:
11330 dynamicvertex = true;
11331 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11332 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11335 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11337 dynamicvertex = true;
11338 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11339 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11342 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11344 dynamicvertex = true;
11345 batchneed |= BATCHNEED_NOGAPS;
11346 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11349 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11351 dynamicvertex = true;
11352 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11353 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11356 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11358 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11359 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11360 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11361 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11362 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11363 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11364 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11367 // when the model data has no vertex buffer (dynamic mesh), we need to
11369 if (!rsurface.modelvertexmeshbuffer)
11370 batchneed |= BATCHNEED_NOGAPS;
11372 // if needsupdate, we have to do a dynamic vertex batch for sure
11373 if (needsupdate & batchneed)
11374 dynamicvertex = true;
11376 // see if we need to build vertexmesh from arrays
11377 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11378 dynamicvertex = true;
11380 // see if we need to build vertexposition from arrays
11381 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11382 dynamicvertex = true;
11384 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11385 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11386 dynamicvertex = true;
11388 // if there is a chance of animated vertex colors, it's a dynamic batch
11389 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11390 dynamicvertex = true;
11392 rsurface.batchvertex3f = rsurface.modelvertex3f;
11393 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11394 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11395 rsurface.batchsvector3f = rsurface.modelsvector3f;
11396 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11397 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11398 rsurface.batchtvector3f = rsurface.modeltvector3f;
11399 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11400 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11401 rsurface.batchnormal3f = rsurface.modelnormal3f;
11402 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11403 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11404 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11405 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11406 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11407 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11408 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11409 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11410 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11411 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11412 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11413 rsurface.batchvertexposition = rsurface.modelvertexposition;
11414 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11415 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11416 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11417 rsurface.batchelement3i = rsurface.modelelement3i;
11418 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11419 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11420 rsurface.batchelement3s = rsurface.modelelement3s;
11421 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11422 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11424 // if any dynamic vertex processing has to occur in software, we copy the
11425 // entire surface list together before processing to rebase the vertices
11426 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11428 // if any gaps exist and we do not have a static vertex buffer, we have to
11429 // copy the surface list together to avoid wasting upload bandwidth on the
11430 // vertices in the gaps.
11432 // if gaps exist and we have a static vertex buffer, we still have to
11433 // combine the index buffer ranges into one dynamic index buffer.
11435 // in all cases we end up with data that can be drawn in one call.
11437 if (!dynamicvertex)
11439 // static vertex data, just set pointers...
11440 rsurface.batchgeneratedvertex = false;
11441 // if there are gaps, we want to build a combined index buffer,
11442 // otherwise use the original static buffer with an appropriate offset
11447 for (i = 0;i < texturenumsurfaces;i++)
11449 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11450 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11451 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11452 numtriangles += surfacenumtriangles;
11454 rsurface.batchelement3i = rsurface.array_batchelement3i;
11455 rsurface.batchelement3i_indexbuffer = NULL;
11456 rsurface.batchelement3i_bufferoffset = 0;
11457 rsurface.batchelement3s = NULL;
11458 rsurface.batchelement3s_indexbuffer = NULL;
11459 rsurface.batchelement3s_bufferoffset = 0;
11460 if (endvertex <= 65536)
11462 rsurface.batchelement3s = rsurface.array_batchelement3s;
11463 for (i = 0;i < numtriangles*3;i++)
11464 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11466 rsurface.batchfirsttriangle = firsttriangle;
11467 rsurface.batchnumtriangles = numtriangles;
11472 // something needs software processing, do it for real...
11473 // we only directly handle interleaved array data in this case...
11474 rsurface.batchgeneratedvertex = true;
11476 // now copy the vertex data into a combined array and make an index array
11477 // (this is what Quake3 does all the time)
11478 //if (gaps || rsurface.batchfirstvertex)
11480 rsurface.batchvertexposition = NULL;
11481 rsurface.batchvertexpositionbuffer = NULL;
11482 rsurface.batchvertexmesh = NULL;
11483 rsurface.batchvertexmeshbuffer = NULL;
11484 rsurface.batchvertex3f = NULL;
11485 rsurface.batchvertex3f_vertexbuffer = NULL;
11486 rsurface.batchvertex3f_bufferoffset = 0;
11487 rsurface.batchsvector3f = NULL;
11488 rsurface.batchsvector3f_vertexbuffer = NULL;
11489 rsurface.batchsvector3f_bufferoffset = 0;
11490 rsurface.batchtvector3f = NULL;
11491 rsurface.batchtvector3f_vertexbuffer = NULL;
11492 rsurface.batchtvector3f_bufferoffset = 0;
11493 rsurface.batchnormal3f = NULL;
11494 rsurface.batchnormal3f_vertexbuffer = NULL;
11495 rsurface.batchnormal3f_bufferoffset = 0;
11496 rsurface.batchlightmapcolor4f = NULL;
11497 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11498 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11499 rsurface.batchtexcoordtexture2f = NULL;
11500 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11501 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11502 rsurface.batchtexcoordlightmap2f = NULL;
11503 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11504 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11505 rsurface.batchelement3i = rsurface.array_batchelement3i;
11506 rsurface.batchelement3i_indexbuffer = NULL;
11507 rsurface.batchelement3i_bufferoffset = 0;
11508 rsurface.batchelement3s = NULL;
11509 rsurface.batchelement3s_indexbuffer = NULL;
11510 rsurface.batchelement3s_bufferoffset = 0;
11511 // we'll only be setting up certain arrays as needed
11512 if (batchneed & BATCHNEED_VERTEXPOSITION)
11513 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11514 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11515 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11516 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11517 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11518 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11519 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11520 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11522 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11523 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11525 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11526 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11527 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11528 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11529 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11530 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11533 for (i = 0;i < texturenumsurfaces;i++)
11535 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11536 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11537 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11538 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11539 // copy only the data requested
11540 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11541 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11542 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11543 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11544 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11546 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11547 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11548 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11549 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11550 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11552 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11553 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11555 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11556 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11557 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11558 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11559 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11560 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11562 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11563 numvertices += surfacenumvertices;
11564 numtriangles += surfacenumtriangles;
11567 // generate a 16bit index array as well if possible
11568 // (in general, dynamic batches fit)
11569 if (numvertices <= 65536)
11571 rsurface.batchelement3s = rsurface.array_batchelement3s;
11572 for (i = 0;i < numtriangles*3;i++)
11573 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11576 // since we've copied everything, the batch now starts at 0
11577 rsurface.batchfirstvertex = 0;
11578 rsurface.batchnumvertices = numvertices;
11579 rsurface.batchfirsttriangle = 0;
11580 rsurface.batchnumtriangles = numtriangles;
11583 // q1bsp surfaces rendered in vertex color mode have to have colors
11584 // calculated based on lightstyles
11585 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11587 // generate color arrays for the surfaces in this list
11591 const int *offsets;
11592 const unsigned char *lm;
11594 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11595 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11596 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11597 for (i = 0;i < texturenumsurfaces;i++)
11599 surface = texturesurfacelist[i];
11600 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11601 surfacenumvertices = surface->num_vertices;
11602 if (surface->lightmapinfo->samples)
11604 for (j = 0;j < surfacenumvertices;j++)
11606 lm = surface->lightmapinfo->samples + offsets[j];
11607 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11608 VectorScale(lm, scale, c);
11609 if (surface->lightmapinfo->styles[1] != 255)
11611 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11613 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11614 VectorMA(c, scale, lm, c);
11615 if (surface->lightmapinfo->styles[2] != 255)
11618 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11619 VectorMA(c, scale, lm, c);
11620 if (surface->lightmapinfo->styles[3] != 255)
11623 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11624 VectorMA(c, scale, lm, c);
11631 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11637 for (j = 0;j < surfacenumvertices;j++)
11639 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11646 // if vertices are deformed (sprite flares and things in maps, possibly
11647 // water waves, bulges and other deformations), modify the copied vertices
11649 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11651 switch (deform->deform)
11654 case Q3DEFORM_PROJECTIONSHADOW:
11655 case Q3DEFORM_TEXT0:
11656 case Q3DEFORM_TEXT1:
11657 case Q3DEFORM_TEXT2:
11658 case Q3DEFORM_TEXT3:
11659 case Q3DEFORM_TEXT4:
11660 case Q3DEFORM_TEXT5:
11661 case Q3DEFORM_TEXT6:
11662 case Q3DEFORM_TEXT7:
11663 case Q3DEFORM_NONE:
11665 case Q3DEFORM_AUTOSPRITE:
11666 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11667 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11668 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11669 VectorNormalize(newforward);
11670 VectorNormalize(newright);
11671 VectorNormalize(newup);
11672 // a single autosprite surface can contain multiple sprites...
11673 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11675 VectorClear(center);
11676 for (i = 0;i < 4;i++)
11677 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11678 VectorScale(center, 0.25f, center);
11679 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11680 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11681 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11682 for (i = 0;i < 4;i++)
11684 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11685 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11688 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11689 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11690 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11691 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11692 rsurface.batchvertex3f_vertexbuffer = NULL;
11693 rsurface.batchvertex3f_bufferoffset = 0;
11694 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11695 rsurface.batchsvector3f_vertexbuffer = NULL;
11696 rsurface.batchsvector3f_bufferoffset = 0;
11697 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11698 rsurface.batchtvector3f_vertexbuffer = NULL;
11699 rsurface.batchtvector3f_bufferoffset = 0;
11700 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11701 rsurface.batchnormal3f_vertexbuffer = NULL;
11702 rsurface.batchnormal3f_bufferoffset = 0;
11704 case Q3DEFORM_AUTOSPRITE2:
11705 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11706 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11707 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11708 VectorNormalize(newforward);
11709 VectorNormalize(newright);
11710 VectorNormalize(newup);
11712 const float *v1, *v2;
11722 memset(shortest, 0, sizeof(shortest));
11723 // a single autosprite surface can contain multiple sprites...
11724 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11726 VectorClear(center);
11727 for (i = 0;i < 4;i++)
11728 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11729 VectorScale(center, 0.25f, center);
11730 // find the two shortest edges, then use them to define the
11731 // axis vectors for rotating around the central axis
11732 for (i = 0;i < 6;i++)
11734 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11735 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11736 l = VectorDistance2(v1, v2);
11737 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11738 if (v1[2] != v2[2])
11739 l += (1.0f / 1024.0f);
11740 if (shortest[0].length2 > l || i == 0)
11742 shortest[1] = shortest[0];
11743 shortest[0].length2 = l;
11744 shortest[0].v1 = v1;
11745 shortest[0].v2 = v2;
11747 else if (shortest[1].length2 > l || i == 1)
11749 shortest[1].length2 = l;
11750 shortest[1].v1 = v1;
11751 shortest[1].v2 = v2;
11754 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11755 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11756 // this calculates the right vector from the shortest edge
11757 // and the up vector from the edge midpoints
11758 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11759 VectorNormalize(right);
11760 VectorSubtract(end, start, up);
11761 VectorNormalize(up);
11762 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11763 VectorSubtract(rsurface.localvieworigin, center, forward);
11764 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11765 VectorNegate(forward, forward);
11766 VectorReflect(forward, 0, up, forward);
11767 VectorNormalize(forward);
11768 CrossProduct(up, forward, newright);
11769 VectorNormalize(newright);
11770 // rotate the quad around the up axis vector, this is made
11771 // especially easy by the fact we know the quad is flat,
11772 // so we only have to subtract the center position and
11773 // measure distance along the right vector, and then
11774 // multiply that by the newright vector and add back the
11776 // we also need to subtract the old position to undo the
11777 // displacement from the center, which we do with a
11778 // DotProduct, the subtraction/addition of center is also
11779 // optimized into DotProducts here
11780 l = DotProduct(right, center);
11781 for (i = 0;i < 4;i++)
11783 v1 = rsurface.batchvertex3f + 3*(j+i);
11784 f = DotProduct(right, v1) - l;
11785 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11789 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11790 rsurface.batchvertex3f_vertexbuffer = NULL;
11791 rsurface.batchvertex3f_bufferoffset = 0;
11792 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11794 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11795 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11796 rsurface.batchnormal3f_vertexbuffer = NULL;
11797 rsurface.batchnormal3f_bufferoffset = 0;
11799 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11801 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11802 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11803 rsurface.batchsvector3f_vertexbuffer = NULL;
11804 rsurface.batchsvector3f_bufferoffset = 0;
11805 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11806 rsurface.batchtvector3f_vertexbuffer = NULL;
11807 rsurface.batchtvector3f_bufferoffset = 0;
11810 case Q3DEFORM_NORMAL:
11811 // deform the normals to make reflections wavey
11812 for (j = 0;j < rsurface.batchnumvertices;j++)
11815 float *normal = rsurface.array_batchnormal3f + 3*j;
11816 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11817 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11818 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11819 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11820 VectorNormalize(normal);
11822 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11823 rsurface.batchnormal3f_vertexbuffer = NULL;
11824 rsurface.batchnormal3f_bufferoffset = 0;
11825 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11827 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11828 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11829 rsurface.batchsvector3f_vertexbuffer = NULL;
11830 rsurface.batchsvector3f_bufferoffset = 0;
11831 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11832 rsurface.batchtvector3f_vertexbuffer = NULL;
11833 rsurface.batchtvector3f_bufferoffset = 0;
11836 case Q3DEFORM_WAVE:
11837 // deform vertex array to make wavey water and flags and such
11838 waveparms[0] = deform->waveparms[0];
11839 waveparms[1] = deform->waveparms[1];
11840 waveparms[2] = deform->waveparms[2];
11841 waveparms[3] = deform->waveparms[3];
11842 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11843 break; // if wavefunc is a nop, don't make a dynamic vertex array
11844 // this is how a divisor of vertex influence on deformation
11845 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11846 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11847 for (j = 0;j < rsurface.batchnumvertices;j++)
11849 // if the wavefunc depends on time, evaluate it per-vertex
11852 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11853 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11855 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11857 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11858 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11859 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11860 rsurface.batchvertex3f_vertexbuffer = NULL;
11861 rsurface.batchvertex3f_bufferoffset = 0;
11862 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11863 rsurface.batchnormal3f_vertexbuffer = NULL;
11864 rsurface.batchnormal3f_bufferoffset = 0;
11865 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11867 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11868 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11869 rsurface.batchsvector3f_vertexbuffer = NULL;
11870 rsurface.batchsvector3f_bufferoffset = 0;
11871 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11872 rsurface.batchtvector3f_vertexbuffer = NULL;
11873 rsurface.batchtvector3f_bufferoffset = 0;
11876 case Q3DEFORM_BULGE:
11877 // deform vertex array to make the surface have moving bulges
11878 for (j = 0;j < rsurface.batchnumvertices;j++)
11880 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11881 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11883 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11884 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11885 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11886 rsurface.batchvertex3f_vertexbuffer = NULL;
11887 rsurface.batchvertex3f_bufferoffset = 0;
11888 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11889 rsurface.batchnormal3f_vertexbuffer = NULL;
11890 rsurface.batchnormal3f_bufferoffset = 0;
11891 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11893 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11894 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11895 rsurface.batchsvector3f_vertexbuffer = NULL;
11896 rsurface.batchsvector3f_bufferoffset = 0;
11897 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11898 rsurface.batchtvector3f_vertexbuffer = NULL;
11899 rsurface.batchtvector3f_bufferoffset = 0;
11902 case Q3DEFORM_MOVE:
11903 // deform vertex array
11904 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11905 break; // if wavefunc is a nop, don't make a dynamic vertex array
11906 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11907 VectorScale(deform->parms, scale, waveparms);
11908 for (j = 0;j < rsurface.batchnumvertices;j++)
11909 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11910 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11911 rsurface.batchvertex3f_vertexbuffer = NULL;
11912 rsurface.batchvertex3f_bufferoffset = 0;
11917 // generate texcoords based on the chosen texcoord source
11918 switch(rsurface.texture->tcgen.tcgen)
11921 case Q3TCGEN_TEXTURE:
11923 case Q3TCGEN_LIGHTMAP:
11924 if (rsurface.batchtexcoordlightmap2f)
11925 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11926 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11927 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11928 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11930 case Q3TCGEN_VECTOR:
11931 for (j = 0;j < rsurface.batchnumvertices;j++)
11933 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11934 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11936 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11937 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11938 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11940 case Q3TCGEN_ENVIRONMENT:
11941 // make environment reflections using a spheremap
11942 for (j = 0;j < rsurface.batchnumvertices;j++)
11944 // identical to Q3A's method, but executed in worldspace so
11945 // carried models can be shiny too
11947 float viewer[3], d, reflected[3], worldreflected[3];
11949 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11950 // VectorNormalize(viewer);
11952 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11954 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11955 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11956 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11957 // note: this is proportinal to viewer, so we can normalize later
11959 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11960 VectorNormalize(worldreflected);
11962 // note: this sphere map only uses world x and z!
11963 // so positive and negative y will LOOK THE SAME.
11964 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11965 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11967 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11968 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11969 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11972 // the only tcmod that needs software vertex processing is turbulent, so
11973 // check for it here and apply the changes if needed
11974 // and we only support that as the first one
11975 // (handling a mixture of turbulent and other tcmods would be problematic
11976 // without punting it entirely to a software path)
11977 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11979 amplitude = rsurface.texture->tcmods[0].parms[1];
11980 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11981 for (j = 0;j < rsurface.batchnumvertices;j++)
11983 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11984 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11986 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11987 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11988 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11991 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11993 // convert the modified arrays to vertex structs
11994 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11995 rsurface.batchvertexmeshbuffer = NULL;
11996 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11997 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11998 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11999 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12000 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12001 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12002 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12004 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12006 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12007 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12010 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12011 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12012 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12013 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12014 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12015 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12016 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12017 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12018 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12021 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12023 // convert the modified arrays to vertex structs
12024 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12025 rsurface.batchvertexpositionbuffer = NULL;
12026 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12027 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12029 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12030 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12034 void RSurf_DrawBatch(void)
12036 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12039 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12041 // pick the closest matching water plane
12042 int planeindex, vertexindex, bestplaneindex = -1;
12046 r_waterstate_waterplane_t *p;
12048 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12050 if(p->camera_entity != rsurface.texture->camera_entity)
12053 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12054 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12056 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12057 d += fabs(PlaneDiff(vert, &p->plane));
12059 if (bestd > d || bestplaneindex < 0)
12062 bestplaneindex = planeindex;
12065 return bestplaneindex;
12068 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12071 for (i = 0;i < rsurface.batchnumvertices;i++)
12072 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12073 rsurface.passcolor4f = rsurface.array_passcolor4f;
12074 rsurface.passcolor4f_vertexbuffer = 0;
12075 rsurface.passcolor4f_bufferoffset = 0;
12078 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12085 if (rsurface.passcolor4f)
12087 // generate color arrays
12088 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12090 f = RSurf_FogVertex(v);
12099 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12101 f = RSurf_FogVertex(v);
12108 rsurface.passcolor4f = rsurface.array_passcolor4f;
12109 rsurface.passcolor4f_vertexbuffer = 0;
12110 rsurface.passcolor4f_bufferoffset = 0;
12113 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12120 if (!rsurface.passcolor4f)
12122 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12124 f = RSurf_FogVertex(v);
12125 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12126 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12127 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12130 rsurface.passcolor4f = rsurface.array_passcolor4f;
12131 rsurface.passcolor4f_vertexbuffer = 0;
12132 rsurface.passcolor4f_bufferoffset = 0;
12135 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12140 if (!rsurface.passcolor4f)
12142 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12149 rsurface.passcolor4f = rsurface.array_passcolor4f;
12150 rsurface.passcolor4f_vertexbuffer = 0;
12151 rsurface.passcolor4f_bufferoffset = 0;
12154 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12159 if (!rsurface.passcolor4f)
12161 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12163 c2[0] = c[0] + r_refdef.scene.ambient;
12164 c2[1] = c[1] + r_refdef.scene.ambient;
12165 c2[2] = c[2] + r_refdef.scene.ambient;
12168 rsurface.passcolor4f = rsurface.array_passcolor4f;
12169 rsurface.passcolor4f_vertexbuffer = 0;
12170 rsurface.passcolor4f_bufferoffset = 0;
12173 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12176 rsurface.passcolor4f = NULL;
12177 rsurface.passcolor4f_vertexbuffer = 0;
12178 rsurface.passcolor4f_bufferoffset = 0;
12179 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12180 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12181 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12182 GL_Color(r, g, b, a);
12183 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12187 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12189 // TODO: optimize applyfog && applycolor case
12190 // just apply fog if necessary, and tint the fog color array if necessary
12191 rsurface.passcolor4f = NULL;
12192 rsurface.passcolor4f_vertexbuffer = 0;
12193 rsurface.passcolor4f_bufferoffset = 0;
12194 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12195 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12196 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12197 GL_Color(r, g, b, a);
12201 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12204 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12205 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12206 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12207 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12208 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12209 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12210 GL_Color(r, g, b, a);
12214 static void RSurf_DrawBatch_GL11_ClampColor(void)
12219 if (!rsurface.passcolor4f)
12221 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12223 c2[0] = bound(0.0f, c1[0], 1.0f);
12224 c2[1] = bound(0.0f, c1[1], 1.0f);
12225 c2[2] = bound(0.0f, c1[2], 1.0f);
12226 c2[3] = bound(0.0f, c1[3], 1.0f);
12230 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12240 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12242 f = -DotProduct(r_refdef.view.forward, n);
12244 f = f * 0.85 + 0.15; // work around so stuff won't get black
12245 f *= r_refdef.lightmapintensity;
12246 Vector4Set(c, f, f, f, 1);
12249 rsurface.passcolor4f = rsurface.array_passcolor4f;
12250 rsurface.passcolor4f_vertexbuffer = 0;
12251 rsurface.passcolor4f_bufferoffset = 0;
12254 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12256 RSurf_DrawBatch_GL11_ApplyFakeLight();
12257 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12258 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12259 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12260 GL_Color(r, g, b, a);
12264 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12272 vec3_t ambientcolor;
12273 vec3_t diffusecolor;
12277 VectorCopy(rsurface.modellight_lightdir, lightdir);
12278 f = 0.5f * r_refdef.lightmapintensity;
12279 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12280 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12281 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12282 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12283 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12284 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12286 if (VectorLength2(diffusecolor) > 0)
12288 // q3-style directional shading
12289 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12291 if ((f = DotProduct(n, lightdir)) > 0)
12292 VectorMA(ambientcolor, f, diffusecolor, c);
12294 VectorCopy(ambientcolor, c);
12301 rsurface.passcolor4f = rsurface.array_passcolor4f;
12302 rsurface.passcolor4f_vertexbuffer = 0;
12303 rsurface.passcolor4f_bufferoffset = 0;
12304 *applycolor = false;
12308 *r = ambientcolor[0];
12309 *g = ambientcolor[1];
12310 *b = ambientcolor[2];
12311 rsurface.passcolor4f = NULL;
12312 rsurface.passcolor4f_vertexbuffer = 0;
12313 rsurface.passcolor4f_bufferoffset = 0;
12317 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12319 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12320 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12321 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12322 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12323 GL_Color(r, g, b, a);
12327 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12333 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12335 f = 1 - RSurf_FogVertex(v);
12343 void RSurf_SetupDepthAndCulling(void)
12345 // submodels are biased to avoid z-fighting with world surfaces that they
12346 // may be exactly overlapping (avoids z-fighting artifacts on certain
12347 // doors and things in Quake maps)
12348 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12349 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12350 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12351 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12354 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12356 // transparent sky would be ridiculous
12357 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12359 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12360 skyrenderlater = true;
12361 RSurf_SetupDepthAndCulling();
12362 GL_DepthMask(true);
12363 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12364 // skymasking on them, and Quake3 never did sky masking (unlike
12365 // software Quake and software Quake2), so disable the sky masking
12366 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12367 // and skymasking also looks very bad when noclipping outside the
12368 // level, so don't use it then either.
12369 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12371 R_Mesh_ResetTextureState();
12372 if (skyrendermasked)
12374 R_SetupShader_DepthOrShadow();
12375 // depth-only (masking)
12376 GL_ColorMask(0,0,0,0);
12377 // just to make sure that braindead drivers don't draw
12378 // anything despite that colormask...
12379 GL_BlendFunc(GL_ZERO, GL_ONE);
12380 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12381 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12385 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12387 GL_BlendFunc(GL_ONE, GL_ZERO);
12388 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12389 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12390 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12393 if (skyrendermasked)
12394 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12396 R_Mesh_ResetTextureState();
12397 GL_Color(1, 1, 1, 1);
12400 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12401 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12402 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12404 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12408 // render screenspace normalmap to texture
12409 GL_DepthMask(true);
12410 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12415 // bind lightmap texture
12417 // water/refraction/reflection/camera surfaces have to be handled specially
12418 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12420 int start, end, startplaneindex;
12421 for (start = 0;start < texturenumsurfaces;start = end)
12423 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12424 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12426 // now that we have a batch using the same planeindex, render it
12427 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12429 // render water or distortion background
12430 GL_DepthMask(true);
12431 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12433 // blend surface on top
12434 GL_DepthMask(false);
12435 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12438 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12440 // render surface with reflection texture as input
12441 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12442 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12449 // render surface batch normally
12450 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12451 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12455 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12457 // OpenGL 1.3 path - anything not completely ancient
12458 qboolean applycolor;
12461 const texturelayer_t *layer;
12462 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12463 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12465 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12468 int layertexrgbscale;
12469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12471 if (layerindex == 0)
12472 GL_AlphaTest(true);
12475 GL_AlphaTest(false);
12476 GL_DepthFunc(GL_EQUAL);
12479 GL_DepthMask(layer->depthmask && writedepth);
12480 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12481 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12483 layertexrgbscale = 4;
12484 VectorScale(layer->color, 0.25f, layercolor);
12486 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12488 layertexrgbscale = 2;
12489 VectorScale(layer->color, 0.5f, layercolor);
12493 layertexrgbscale = 1;
12494 VectorScale(layer->color, 1.0f, layercolor);
12496 layercolor[3] = layer->color[3];
12497 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12498 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12499 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12500 switch (layer->type)
12502 case TEXTURELAYERTYPE_LITTEXTURE:
12503 // single-pass lightmapped texture with 2x rgbscale
12504 R_Mesh_TexBind(0, r_texture_white);
12505 R_Mesh_TexMatrix(0, NULL);
12506 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12507 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12508 R_Mesh_TexBind(1, layer->texture);
12509 R_Mesh_TexMatrix(1, &layer->texmatrix);
12510 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12511 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12513 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12514 else if (FAKELIGHT_ENABLED)
12515 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12516 else if (rsurface.uselightmaptexture)
12517 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12519 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12521 case TEXTURELAYERTYPE_TEXTURE:
12522 // singletexture unlit texture with transparency support
12523 R_Mesh_TexBind(0, layer->texture);
12524 R_Mesh_TexMatrix(0, &layer->texmatrix);
12525 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12526 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12527 R_Mesh_TexBind(1, 0);
12528 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12529 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12531 case TEXTURELAYERTYPE_FOG:
12532 // singletexture fogging
12533 if (layer->texture)
12535 R_Mesh_TexBind(0, layer->texture);
12536 R_Mesh_TexMatrix(0, &layer->texmatrix);
12537 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12538 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12542 R_Mesh_TexBind(0, 0);
12543 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12545 R_Mesh_TexBind(1, 0);
12546 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12547 // generate a color array for the fog pass
12548 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12549 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12553 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12556 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12558 GL_DepthFunc(GL_LEQUAL);
12559 GL_AlphaTest(false);
12563 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12565 // OpenGL 1.1 - crusty old voodoo path
12568 const texturelayer_t *layer;
12569 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12570 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12572 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12574 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12576 if (layerindex == 0)
12577 GL_AlphaTest(true);
12580 GL_AlphaTest(false);
12581 GL_DepthFunc(GL_EQUAL);
12584 GL_DepthMask(layer->depthmask && writedepth);
12585 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12586 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12587 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12588 switch (layer->type)
12590 case TEXTURELAYERTYPE_LITTEXTURE:
12591 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12593 // two-pass lit texture with 2x rgbscale
12594 // first the lightmap pass
12595 R_Mesh_TexBind(0, r_texture_white);
12596 R_Mesh_TexMatrix(0, NULL);
12597 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12598 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12600 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12601 else if (FAKELIGHT_ENABLED)
12602 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12603 else if (rsurface.uselightmaptexture)
12604 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12606 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12607 // then apply the texture to it
12608 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12609 R_Mesh_TexBind(0, layer->texture);
12610 R_Mesh_TexMatrix(0, &layer->texmatrix);
12611 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12612 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12613 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12617 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12618 R_Mesh_TexBind(0, layer->texture);
12619 R_Mesh_TexMatrix(0, &layer->texmatrix);
12620 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12621 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12623 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12625 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12628 case TEXTURELAYERTYPE_TEXTURE:
12629 // singletexture unlit texture with transparency support
12630 R_Mesh_TexBind(0, layer->texture);
12631 R_Mesh_TexMatrix(0, &layer->texmatrix);
12632 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12633 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12634 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12636 case TEXTURELAYERTYPE_FOG:
12637 // singletexture fogging
12638 if (layer->texture)
12640 R_Mesh_TexBind(0, layer->texture);
12641 R_Mesh_TexMatrix(0, &layer->texmatrix);
12642 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12643 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12647 R_Mesh_TexBind(0, 0);
12648 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12650 // generate a color array for the fog pass
12651 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12652 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12656 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12661 GL_DepthFunc(GL_LEQUAL);
12662 GL_AlphaTest(false);
12666 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12670 r_vertexgeneric_t *batchvertex;
12673 GL_AlphaTest(false);
12674 R_Mesh_ResetTextureState();
12675 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12677 if(rsurface.texture && rsurface.texture->currentskinframe)
12679 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12680 c[3] *= rsurface.texture->currentalpha;
12690 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12692 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12693 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12694 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12697 // brighten it up (as texture value 127 means "unlit")
12698 c[0] *= 2 * r_refdef.view.colorscale;
12699 c[1] *= 2 * r_refdef.view.colorscale;
12700 c[2] *= 2 * r_refdef.view.colorscale;
12702 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12703 c[3] *= r_wateralpha.value;
12705 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12708 GL_DepthMask(false);
12710 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12712 GL_BlendFunc(GL_ONE, GL_ONE);
12713 GL_DepthMask(false);
12715 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12717 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12718 GL_DepthMask(false);
12720 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12722 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12723 GL_DepthMask(false);
12727 GL_BlendFunc(GL_ONE, GL_ZERO);
12728 GL_DepthMask(writedepth);
12731 if (r_showsurfaces.integer == 3)
12733 rsurface.passcolor4f = NULL;
12735 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12737 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12739 rsurface.passcolor4f = NULL;
12740 rsurface.passcolor4f_vertexbuffer = 0;
12741 rsurface.passcolor4f_bufferoffset = 0;
12743 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12745 qboolean applycolor = true;
12748 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12750 r_refdef.lightmapintensity = 1;
12751 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12752 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12754 else if (FAKELIGHT_ENABLED)
12756 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12758 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12759 RSurf_DrawBatch_GL11_ApplyFakeLight();
12760 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12764 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12766 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12767 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12768 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12771 if(!rsurface.passcolor4f)
12772 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12774 RSurf_DrawBatch_GL11_ApplyAmbient();
12775 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12776 if(r_refdef.fogenabled)
12777 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12778 RSurf_DrawBatch_GL11_ClampColor();
12780 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12781 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12784 else if (!r_refdef.view.showdebug)
12786 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12787 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12788 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12790 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12791 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12793 R_Mesh_PrepareVertices_Generic_Unlock();
12796 else if (r_showsurfaces.integer == 4)
12798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12799 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12800 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12802 unsigned char c = vi << 3;
12803 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12804 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12806 R_Mesh_PrepareVertices_Generic_Unlock();
12809 else if (r_showsurfaces.integer == 2)
12812 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12813 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12814 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12816 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12817 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12818 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12819 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12820 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12821 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12822 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12824 R_Mesh_PrepareVertices_Generic_Unlock();
12825 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12829 int texturesurfaceindex;
12831 const msurface_t *surface;
12832 unsigned char surfacecolor4ub[4];
12833 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12834 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12836 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12838 surface = texturesurfacelist[texturesurfaceindex];
12839 k = (int)(((size_t)surface) / sizeof(msurface_t));
12840 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12841 for (j = 0;j < surface->num_vertices;j++)
12843 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12844 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12848 R_Mesh_PrepareVertices_Generic_Unlock();
12853 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12856 RSurf_SetupDepthAndCulling();
12857 if (r_showsurfaces.integer)
12859 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12862 switch (vid.renderpath)
12864 case RENDERPATH_GL20:
12865 case RENDERPATH_CGGL:
12866 case RENDERPATH_D3D9:
12867 case RENDERPATH_D3D10:
12868 case RENDERPATH_D3D11:
12869 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12871 case RENDERPATH_GL13:
12872 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12874 case RENDERPATH_GL11:
12875 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12881 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12884 RSurf_SetupDepthAndCulling();
12885 if (r_showsurfaces.integer)
12887 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12890 switch (vid.renderpath)
12892 case RENDERPATH_GL20:
12893 case RENDERPATH_CGGL:
12894 case RENDERPATH_D3D9:
12895 case RENDERPATH_D3D10:
12896 case RENDERPATH_D3D11:
12897 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12899 case RENDERPATH_GL13:
12900 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12902 case RENDERPATH_GL11:
12903 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12909 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12912 int texturenumsurfaces, endsurface;
12913 texture_t *texture;
12914 const msurface_t *surface;
12915 #define MAXBATCH_TRANSPARENTSURFACES 256
12916 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12918 // if the model is static it doesn't matter what value we give for
12919 // wantnormals and wanttangents, so this logic uses only rules applicable
12920 // to a model, knowing that they are meaningless otherwise
12921 if (ent == r_refdef.scene.worldentity)
12922 RSurf_ActiveWorldEntity();
12923 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12924 RSurf_ActiveModelEntity(ent, false, false, false);
12927 switch (vid.renderpath)
12929 case RENDERPATH_GL20:
12930 case RENDERPATH_CGGL:
12931 case RENDERPATH_D3D9:
12932 case RENDERPATH_D3D10:
12933 case RENDERPATH_D3D11:
12934 RSurf_ActiveModelEntity(ent, true, true, false);
12936 case RENDERPATH_GL13:
12937 case RENDERPATH_GL11:
12938 RSurf_ActiveModelEntity(ent, true, false, false);
12943 if (r_transparentdepthmasking.integer)
12945 qboolean setup = false;
12946 for (i = 0;i < numsurfaces;i = j)
12949 surface = rsurface.modelsurfaces + surfacelist[i];
12950 texture = surface->texture;
12951 rsurface.texture = R_GetCurrentTexture(texture);
12952 rsurface.lightmaptexture = NULL;
12953 rsurface.deluxemaptexture = NULL;
12954 rsurface.uselightmaptexture = false;
12955 // scan ahead until we find a different texture
12956 endsurface = min(i + 1024, numsurfaces);
12957 texturenumsurfaces = 0;
12958 texturesurfacelist[texturenumsurfaces++] = surface;
12959 for (;j < endsurface;j++)
12961 surface = rsurface.modelsurfaces + surfacelist[j];
12962 if (texture != surface->texture)
12964 texturesurfacelist[texturenumsurfaces++] = surface;
12966 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12968 // render the range of surfaces as depth
12972 GL_ColorMask(0,0,0,0);
12974 GL_DepthTest(true);
12975 GL_BlendFunc(GL_ONE, GL_ZERO);
12976 GL_DepthMask(true);
12977 GL_AlphaTest(false);
12978 R_Mesh_ResetTextureState();
12979 R_SetupShader_DepthOrShadow();
12981 RSurf_SetupDepthAndCulling();
12982 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12983 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12987 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12990 for (i = 0;i < numsurfaces;i = j)
12993 surface = rsurface.modelsurfaces + surfacelist[i];
12994 texture = surface->texture;
12995 rsurface.texture = R_GetCurrentTexture(texture);
12996 // scan ahead until we find a different texture
12997 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12998 texturenumsurfaces = 0;
12999 texturesurfacelist[texturenumsurfaces++] = surface;
13000 if(FAKELIGHT_ENABLED)
13002 rsurface.lightmaptexture = NULL;
13003 rsurface.deluxemaptexture = NULL;
13004 rsurface.uselightmaptexture = false;
13005 for (;j < endsurface;j++)
13007 surface = rsurface.modelsurfaces + surfacelist[j];
13008 if (texture != surface->texture)
13010 texturesurfacelist[texturenumsurfaces++] = surface;
13015 rsurface.lightmaptexture = surface->lightmaptexture;
13016 rsurface.deluxemaptexture = surface->deluxemaptexture;
13017 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13018 for (;j < endsurface;j++)
13020 surface = rsurface.modelsurfaces + surfacelist[j];
13021 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13023 texturesurfacelist[texturenumsurfaces++] = surface;
13026 // render the range of surfaces
13027 if (ent == r_refdef.scene.worldentity)
13028 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13030 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13032 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13033 GL_AlphaTest(false);
13036 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13038 // transparent surfaces get pushed off into the transparent queue
13039 int surfacelistindex;
13040 const msurface_t *surface;
13041 vec3_t tempcenter, center;
13042 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13044 surface = texturesurfacelist[surfacelistindex];
13045 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13046 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13047 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13048 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13049 if (queueentity->transparent_offset) // transparent offset
13051 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13052 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13053 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13055 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13059 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13061 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13063 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13065 RSurf_SetupDepthAndCulling();
13066 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13067 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13071 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13073 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13076 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13079 if (!rsurface.texture->currentnumlayers)
13081 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13082 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13084 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13086 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13087 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13088 else if (!rsurface.texture->currentnumlayers)
13090 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13092 // in the deferred case, transparent surfaces were queued during prepass
13093 if (!r_shadow_usingdeferredprepass)
13094 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13098 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13099 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13104 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13107 texture_t *texture;
13108 // break the surface list down into batches by texture and use of lightmapping
13109 for (i = 0;i < numsurfaces;i = j)
13112 // texture is the base texture pointer, rsurface.texture is the
13113 // current frame/skin the texture is directing us to use (for example
13114 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13115 // use skin 1 instead)
13116 texture = surfacelist[i]->texture;
13117 rsurface.texture = R_GetCurrentTexture(texture);
13118 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13120 // if this texture is not the kind we want, skip ahead to the next one
13121 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13125 if(FAKELIGHT_ENABLED || depthonly || prepass)
13127 rsurface.lightmaptexture = NULL;
13128 rsurface.deluxemaptexture = NULL;
13129 rsurface.uselightmaptexture = false;
13130 // simply scan ahead until we find a different texture or lightmap state
13131 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13136 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13137 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13138 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13139 // simply scan ahead until we find a different texture or lightmap state
13140 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13143 // render the range of surfaces
13144 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13148 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13152 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13155 if (!rsurface.texture->currentnumlayers)
13157 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13158 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13160 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13162 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13163 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13164 else if (!rsurface.texture->currentnumlayers)
13166 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13168 // in the deferred case, transparent surfaces were queued during prepass
13169 if (!r_shadow_usingdeferredprepass)
13170 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13174 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13175 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13180 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13183 texture_t *texture;
13184 // break the surface list down into batches by texture and use of lightmapping
13185 for (i = 0;i < numsurfaces;i = j)
13188 // texture is the base texture pointer, rsurface.texture is the
13189 // current frame/skin the texture is directing us to use (for example
13190 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13191 // use skin 1 instead)
13192 texture = surfacelist[i]->texture;
13193 rsurface.texture = R_GetCurrentTexture(texture);
13194 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13196 // if this texture is not the kind we want, skip ahead to the next one
13197 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13201 if(FAKELIGHT_ENABLED || depthonly || prepass)
13203 rsurface.lightmaptexture = NULL;
13204 rsurface.deluxemaptexture = NULL;
13205 rsurface.uselightmaptexture = false;
13206 // simply scan ahead until we find a different texture or lightmap state
13207 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13212 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13213 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13214 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13215 // simply scan ahead until we find a different texture or lightmap state
13216 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13219 // render the range of surfaces
13220 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13224 float locboxvertex3f[6*4*3] =
13226 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13227 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13228 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13229 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13230 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13231 1,0,0, 0,0,0, 0,1,0, 1,1,0
13234 unsigned short locboxelements[6*2*3] =
13239 12,13,14, 12,14,15,
13240 16,17,18, 16,18,19,
13244 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13247 cl_locnode_t *loc = (cl_locnode_t *)ent;
13249 float vertex3f[6*4*3];
13251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13252 GL_DepthMask(false);
13253 GL_DepthRange(0, 1);
13254 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13255 GL_DepthTest(true);
13256 GL_CullFace(GL_NONE);
13257 R_EntityMatrix(&identitymatrix);
13259 R_Mesh_ResetTextureState();
13261 i = surfacelist[0];
13262 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13263 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13264 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13265 surfacelist[0] < 0 ? 0.5f : 0.125f);
13267 if (VectorCompare(loc->mins, loc->maxs))
13269 VectorSet(size, 2, 2, 2);
13270 VectorMA(loc->mins, -0.5f, size, mins);
13274 VectorCopy(loc->mins, mins);
13275 VectorSubtract(loc->maxs, loc->mins, size);
13278 for (i = 0;i < 6*4*3;)
13279 for (j = 0;j < 3;j++, i++)
13280 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13282 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13283 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13284 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13287 void R_DrawLocs(void)
13290 cl_locnode_t *loc, *nearestloc;
13292 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13293 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13295 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13296 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13300 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13302 if (decalsystem->decals)
13303 Mem_Free(decalsystem->decals);
13304 memset(decalsystem, 0, sizeof(*decalsystem));
13307 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)
13310 tridecal_t *decals;
13313 // expand or initialize the system
13314 if (decalsystem->maxdecals <= decalsystem->numdecals)
13316 decalsystem_t old = *decalsystem;
13317 qboolean useshortelements;
13318 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13319 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13320 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13321 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13322 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13323 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13324 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13325 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13326 if (decalsystem->numdecals)
13327 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13329 Mem_Free(old.decals);
13330 for (i = 0;i < decalsystem->maxdecals*3;i++)
13331 decalsystem->element3i[i] = i;
13332 if (useshortelements)
13333 for (i = 0;i < decalsystem->maxdecals*3;i++)
13334 decalsystem->element3s[i] = i;
13337 // grab a decal and search for another free slot for the next one
13338 decals = decalsystem->decals;
13339 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13340 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13342 decalsystem->freedecal = i;
13343 if (decalsystem->numdecals <= i)
13344 decalsystem->numdecals = i + 1;
13346 // initialize the decal
13348 decal->triangleindex = triangleindex;
13349 decal->surfaceindex = surfaceindex;
13350 decal->decalsequence = decalsequence;
13351 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13352 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13353 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13354 decal->color4ub[0][3] = 255;
13355 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13356 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13357 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13358 decal->color4ub[1][3] = 255;
13359 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13360 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13361 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13362 decal->color4ub[2][3] = 255;
13363 decal->vertex3f[0][0] = v0[0];
13364 decal->vertex3f[0][1] = v0[1];
13365 decal->vertex3f[0][2] = v0[2];
13366 decal->vertex3f[1][0] = v1[0];
13367 decal->vertex3f[1][1] = v1[1];
13368 decal->vertex3f[1][2] = v1[2];
13369 decal->vertex3f[2][0] = v2[0];
13370 decal->vertex3f[2][1] = v2[1];
13371 decal->vertex3f[2][2] = v2[2];
13372 decal->texcoord2f[0][0] = t0[0];
13373 decal->texcoord2f[0][1] = t0[1];
13374 decal->texcoord2f[1][0] = t1[0];
13375 decal->texcoord2f[1][1] = t1[1];
13376 decal->texcoord2f[2][0] = t2[0];
13377 decal->texcoord2f[2][1] = t2[1];
13380 extern cvar_t cl_decals_bias;
13381 extern cvar_t cl_decals_models;
13382 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13383 // baseparms, parms, temps
13384 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)
13389 const float *vertex3f;
13391 float points[2][9][3];
13398 e = rsurface.modelelement3i + 3*triangleindex;
13400 vertex3f = rsurface.modelvertex3f;
13402 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13404 index = 3*e[cornerindex];
13405 VectorCopy(vertex3f + index, v[cornerindex]);
13408 //TriangleNormal(v[0], v[1], v[2], normal);
13409 //if (DotProduct(normal, localnormal) < 0.0f)
13411 // clip by each of the box planes formed from the projection matrix
13412 // if anything survives, we emit the decal
13413 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]);
13416 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]);
13419 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]);
13422 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]);
13425 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]);
13428 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]);
13431 // some part of the triangle survived, so we have to accept it...
13434 // dynamic always uses the original triangle
13436 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13438 index = 3*e[cornerindex];
13439 VectorCopy(vertex3f + index, v[cornerindex]);
13442 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13444 // convert vertex positions to texcoords
13445 Matrix4x4_Transform(projection, v[cornerindex], temp);
13446 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13447 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13448 // calculate distance fade from the projection origin
13449 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13450 f = bound(0.0f, f, 1.0f);
13451 c[cornerindex][0] = r * f;
13452 c[cornerindex][1] = g * f;
13453 c[cornerindex][2] = b * f;
13454 c[cornerindex][3] = 1.0f;
13455 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13458 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);
13460 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13461 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);
13463 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)
13465 matrix4x4_t projection;
13466 decalsystem_t *decalsystem;
13469 const msurface_t *surface;
13470 const msurface_t *surfaces;
13471 const int *surfacelist;
13472 const texture_t *texture;
13474 int numsurfacelist;
13475 int surfacelistindex;
13478 float localorigin[3];
13479 float localnormal[3];
13480 float localmins[3];
13481 float localmaxs[3];
13484 float planes[6][4];
13487 int bih_triangles_count;
13488 int bih_triangles[256];
13489 int bih_surfaces[256];
13491 decalsystem = &ent->decalsystem;
13492 model = ent->model;
13493 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13495 R_DecalSystem_Reset(&ent->decalsystem);
13499 if (!model->brush.data_leafs && !cl_decals_models.integer)
13501 if (decalsystem->model)
13502 R_DecalSystem_Reset(decalsystem);
13506 if (decalsystem->model != model)
13507 R_DecalSystem_Reset(decalsystem);
13508 decalsystem->model = model;
13510 RSurf_ActiveModelEntity(ent, false, false, false);
13512 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13513 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13514 VectorNormalize(localnormal);
13515 localsize = worldsize*rsurface.inversematrixscale;
13516 localmins[0] = localorigin[0] - localsize;
13517 localmins[1] = localorigin[1] - localsize;
13518 localmins[2] = localorigin[2] - localsize;
13519 localmaxs[0] = localorigin[0] + localsize;
13520 localmaxs[1] = localorigin[1] + localsize;
13521 localmaxs[2] = localorigin[2] + localsize;
13523 //VectorCopy(localnormal, planes[4]);
13524 //VectorVectors(planes[4], planes[2], planes[0]);
13525 AnglesFromVectors(angles, localnormal, NULL, false);
13526 AngleVectors(angles, planes[0], planes[2], planes[4]);
13527 VectorNegate(planes[0], planes[1]);
13528 VectorNegate(planes[2], planes[3]);
13529 VectorNegate(planes[4], planes[5]);
13530 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13531 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13532 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13533 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13534 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13535 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13540 matrix4x4_t forwardprojection;
13541 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13542 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13547 float projectionvector[4][3];
13548 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13549 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13550 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13551 projectionvector[0][0] = planes[0][0] * ilocalsize;
13552 projectionvector[0][1] = planes[1][0] * ilocalsize;
13553 projectionvector[0][2] = planes[2][0] * ilocalsize;
13554 projectionvector[1][0] = planes[0][1] * ilocalsize;
13555 projectionvector[1][1] = planes[1][1] * ilocalsize;
13556 projectionvector[1][2] = planes[2][1] * ilocalsize;
13557 projectionvector[2][0] = planes[0][2] * ilocalsize;
13558 projectionvector[2][1] = planes[1][2] * ilocalsize;
13559 projectionvector[2][2] = planes[2][2] * ilocalsize;
13560 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13561 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13562 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13563 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13567 dynamic = model->surfmesh.isanimated;
13568 numsurfacelist = model->nummodelsurfaces;
13569 surfacelist = model->sortedmodelsurfaces;
13570 surfaces = model->data_surfaces;
13573 bih_triangles_count = -1;
13576 if(model->render_bih.numleafs)
13577 bih = &model->render_bih;
13578 else if(model->collision_bih.numleafs)
13579 bih = &model->collision_bih;
13582 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13583 if(bih_triangles_count == 0)
13585 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13587 if(bih_triangles_count > 0)
13589 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13591 surfaceindex = bih_surfaces[triangleindex];
13592 surface = surfaces + surfaceindex;
13593 texture = surface->texture;
13594 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13596 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13598 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13603 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13605 surfaceindex = surfacelist[surfacelistindex];
13606 surface = surfaces + surfaceindex;
13607 // check cull box first because it rejects more than any other check
13608 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13610 // skip transparent surfaces
13611 texture = surface->texture;
13612 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13614 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13616 numtriangles = surface->num_triangles;
13617 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13618 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13623 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13624 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)
13626 int renderentityindex;
13627 float worldmins[3];
13628 float worldmaxs[3];
13629 entity_render_t *ent;
13631 if (!cl_decals_newsystem.integer)
13634 worldmins[0] = worldorigin[0] - worldsize;
13635 worldmins[1] = worldorigin[1] - worldsize;
13636 worldmins[2] = worldorigin[2] - worldsize;
13637 worldmaxs[0] = worldorigin[0] + worldsize;
13638 worldmaxs[1] = worldorigin[1] + worldsize;
13639 worldmaxs[2] = worldorigin[2] + worldsize;
13641 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13643 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13645 ent = r_refdef.scene.entities[renderentityindex];
13646 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13649 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13653 typedef struct r_decalsystem_splatqueue_s
13655 vec3_t worldorigin;
13656 vec3_t worldnormal;
13662 r_decalsystem_splatqueue_t;
13664 int r_decalsystem_numqueued = 0;
13665 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13667 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)
13669 r_decalsystem_splatqueue_t *queue;
13671 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13674 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13675 VectorCopy(worldorigin, queue->worldorigin);
13676 VectorCopy(worldnormal, queue->worldnormal);
13677 Vector4Set(queue->color, r, g, b, a);
13678 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13679 queue->worldsize = worldsize;
13680 queue->decalsequence = cl.decalsequence++;
13683 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13686 r_decalsystem_splatqueue_t *queue;
13688 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13689 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);
13690 r_decalsystem_numqueued = 0;
13693 extern cvar_t cl_decals_max;
13694 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13697 decalsystem_t *decalsystem = &ent->decalsystem;
13704 if (!decalsystem->numdecals)
13707 if (r_showsurfaces.integer)
13710 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13712 R_DecalSystem_Reset(decalsystem);
13716 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13717 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13719 if (decalsystem->lastupdatetime)
13720 frametime = (cl.time - decalsystem->lastupdatetime);
13723 decalsystem->lastupdatetime = cl.time;
13724 decal = decalsystem->decals;
13725 numdecals = decalsystem->numdecals;
13727 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13729 if (decal->color4ub[0][3])
13731 decal->lived += frametime;
13732 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13734 memset(decal, 0, sizeof(*decal));
13735 if (decalsystem->freedecal > i)
13736 decalsystem->freedecal = i;
13740 decal = decalsystem->decals;
13741 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13744 // collapse the array by shuffling the tail decals into the gaps
13747 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13748 decalsystem->freedecal++;
13749 if (decalsystem->freedecal == numdecals)
13751 decal[decalsystem->freedecal] = decal[--numdecals];
13754 decalsystem->numdecals = numdecals;
13756 if (numdecals <= 0)
13758 // if there are no decals left, reset decalsystem
13759 R_DecalSystem_Reset(decalsystem);
13763 extern skinframe_t *decalskinframe;
13764 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13767 decalsystem_t *decalsystem = &ent->decalsystem;
13776 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13779 numdecals = decalsystem->numdecals;
13783 if (r_showsurfaces.integer)
13786 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13788 R_DecalSystem_Reset(decalsystem);
13792 // if the model is static it doesn't matter what value we give for
13793 // wantnormals and wanttangents, so this logic uses only rules applicable
13794 // to a model, knowing that they are meaningless otherwise
13795 if (ent == r_refdef.scene.worldentity)
13796 RSurf_ActiveWorldEntity();
13798 RSurf_ActiveModelEntity(ent, false, false, false);
13800 decalsystem->lastupdatetime = cl.time;
13801 decal = decalsystem->decals;
13803 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13805 // update vertex positions for animated models
13806 v3f = decalsystem->vertex3f;
13807 c4f = decalsystem->color4f;
13808 t2f = decalsystem->texcoord2f;
13809 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13811 if (!decal->color4ub[0][3])
13814 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13817 // update color values for fading decals
13818 if (decal->lived >= cl_decals_time.value)
13820 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13821 alpha *= (1.0f/255.0f);
13824 alpha = 1.0f/255.0f;
13826 c4f[ 0] = decal->color4ub[0][0] * alpha;
13827 c4f[ 1] = decal->color4ub[0][1] * alpha;
13828 c4f[ 2] = decal->color4ub[0][2] * alpha;
13830 c4f[ 4] = decal->color4ub[1][0] * alpha;
13831 c4f[ 5] = decal->color4ub[1][1] * alpha;
13832 c4f[ 6] = decal->color4ub[1][2] * alpha;
13834 c4f[ 8] = decal->color4ub[2][0] * alpha;
13835 c4f[ 9] = decal->color4ub[2][1] * alpha;
13836 c4f[10] = decal->color4ub[2][2] * alpha;
13839 t2f[0] = decal->texcoord2f[0][0];
13840 t2f[1] = decal->texcoord2f[0][1];
13841 t2f[2] = decal->texcoord2f[1][0];
13842 t2f[3] = decal->texcoord2f[1][1];
13843 t2f[4] = decal->texcoord2f[2][0];
13844 t2f[5] = decal->texcoord2f[2][1];
13846 // update vertex positions for animated models
13847 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13849 e = rsurface.modelelement3i + 3*decal->triangleindex;
13850 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13851 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13852 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13856 VectorCopy(decal->vertex3f[0], v3f);
13857 VectorCopy(decal->vertex3f[1], v3f + 3);
13858 VectorCopy(decal->vertex3f[2], v3f + 6);
13861 if (r_refdef.fogenabled)
13863 alpha = RSurf_FogVertex(v3f);
13864 VectorScale(c4f, alpha, c4f);
13865 alpha = RSurf_FogVertex(v3f + 3);
13866 VectorScale(c4f + 4, alpha, c4f + 4);
13867 alpha = RSurf_FogVertex(v3f + 6);
13868 VectorScale(c4f + 8, alpha, c4f + 8);
13879 r_refdef.stats.drawndecals += numtris;
13881 // now render the decals all at once
13882 // (this assumes they all use one particle font texture!)
13883 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);
13884 R_Mesh_ResetTextureState();
13885 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13886 GL_DepthMask(false);
13887 GL_DepthRange(0, 1);
13888 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13889 GL_DepthTest(true);
13890 GL_CullFace(GL_NONE);
13891 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13892 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13893 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13897 static void R_DrawModelDecals(void)
13901 // fade faster when there are too many decals
13902 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13903 for (i = 0;i < r_refdef.scene.numentities;i++)
13904 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13906 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13907 for (i = 0;i < r_refdef.scene.numentities;i++)
13908 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13909 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13911 R_DecalSystem_ApplySplatEntitiesQueue();
13913 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13914 for (i = 0;i < r_refdef.scene.numentities;i++)
13915 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13917 r_refdef.stats.totaldecals += numdecals;
13919 if (r_showsurfaces.integer)
13922 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13924 for (i = 0;i < r_refdef.scene.numentities;i++)
13926 if (!r_refdef.viewcache.entityvisible[i])
13928 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13929 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13933 extern cvar_t mod_collision_bih;
13934 void R_DrawDebugModel(void)
13936 entity_render_t *ent = rsurface.entity;
13937 int i, j, k, l, flagsmask;
13938 const msurface_t *surface;
13939 dp_model_t *model = ent->model;
13942 switch(vid.renderpath)
13944 case RENDERPATH_GL11:
13945 case RENDERPATH_GL13:
13946 case RENDERPATH_GL20:
13947 case RENDERPATH_CGGL:
13949 case RENDERPATH_D3D9:
13950 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13952 case RENDERPATH_D3D10:
13953 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13955 case RENDERPATH_D3D11:
13956 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13960 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13962 R_Mesh_ResetTextureState();
13963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13964 GL_DepthRange(0, 1);
13965 GL_DepthTest(!r_showdisabledepthtest.integer);
13966 GL_DepthMask(false);
13967 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13969 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13973 qboolean cullbox = ent == r_refdef.scene.worldentity;
13974 const q3mbrush_t *brush;
13975 const bih_t *bih = &model->collision_bih;
13976 const bih_leaf_t *bihleaf;
13977 float vertex3f[3][3];
13978 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13980 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13982 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13984 switch (bihleaf->type)
13987 brush = model->brush.data_brushes + bihleaf->itemindex;
13988 if (brush->colbrushf && brush->colbrushf->numtriangles)
13990 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);
13991 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13992 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13995 case BIH_COLLISIONTRIANGLE:
13996 triangleindex = bihleaf->itemindex;
13997 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13998 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13999 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14000 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);
14001 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14002 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14004 case BIH_RENDERTRIANGLE:
14005 triangleindex = bihleaf->itemindex;
14006 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14007 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14008 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14009 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);
14010 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14011 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14017 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14019 if (r_showtris.integer || r_shownormals.integer)
14021 if (r_showdisabledepthtest.integer)
14023 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14024 GL_DepthMask(false);
14028 GL_BlendFunc(GL_ONE, GL_ZERO);
14029 GL_DepthMask(true);
14031 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14033 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14035 rsurface.texture = R_GetCurrentTexture(surface->texture);
14036 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14038 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14039 if (r_showtris.value > 0)
14041 if (!rsurface.texture->currentlayers->depthmask)
14042 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14043 else if (ent == r_refdef.scene.worldentity)
14044 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14046 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14047 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14048 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14050 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14053 if (r_shownormals.value < 0)
14055 qglBegin(GL_LINES);
14056 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14058 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14059 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14060 qglVertex3f(v[0], v[1], v[2]);
14061 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14062 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14063 qglVertex3f(v[0], v[1], v[2]);
14068 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14070 qglBegin(GL_LINES);
14071 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14073 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14074 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14075 qglVertex3f(v[0], v[1], v[2]);
14076 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14077 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14078 qglVertex3f(v[0], v[1], v[2]);
14082 qglBegin(GL_LINES);
14083 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14085 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14086 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14087 qglVertex3f(v[0], v[1], v[2]);
14088 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14089 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14090 qglVertex3f(v[0], v[1], v[2]);
14094 qglBegin(GL_LINES);
14095 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14097 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14098 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14099 qglVertex3f(v[0], v[1], v[2]);
14100 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14101 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14102 qglVertex3f(v[0], v[1], v[2]);
14109 rsurface.texture = NULL;
14113 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14114 int r_maxsurfacelist = 0;
14115 const msurface_t **r_surfacelist = NULL;
14116 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14118 int i, j, endj, flagsmask;
14119 dp_model_t *model = r_refdef.scene.worldmodel;
14120 msurface_t *surfaces;
14121 unsigned char *update;
14122 int numsurfacelist = 0;
14126 if (r_maxsurfacelist < model->num_surfaces)
14128 r_maxsurfacelist = model->num_surfaces;
14130 Mem_Free((msurface_t**)r_surfacelist);
14131 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14134 RSurf_ActiveWorldEntity();
14136 surfaces = model->data_surfaces;
14137 update = model->brushq1.lightmapupdateflags;
14139 // update light styles on this submodel
14140 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14142 model_brush_lightstyleinfo_t *style;
14143 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14145 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14147 int *list = style->surfacelist;
14148 style->value = r_refdef.scene.lightstylevalue[style->style];
14149 for (j = 0;j < style->numsurfaces;j++)
14150 update[list[j]] = true;
14155 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14159 R_DrawDebugModel();
14160 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14164 rsurface.lightmaptexture = NULL;
14165 rsurface.deluxemaptexture = NULL;
14166 rsurface.uselightmaptexture = false;
14167 rsurface.texture = NULL;
14168 rsurface.rtlight = NULL;
14169 numsurfacelist = 0;
14170 // add visible surfaces to draw list
14171 for (i = 0;i < model->nummodelsurfaces;i++)
14173 j = model->sortedmodelsurfaces[i];
14174 if (r_refdef.viewcache.world_surfacevisible[j])
14175 r_surfacelist[numsurfacelist++] = surfaces + j;
14177 // update lightmaps if needed
14178 if (model->brushq1.firstrender)
14180 model->brushq1.firstrender = false;
14181 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14183 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14187 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14188 if (r_refdef.viewcache.world_surfacevisible[j])
14190 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14192 // don't do anything if there were no surfaces
14193 if (!numsurfacelist)
14195 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14198 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14199 GL_AlphaTest(false);
14201 // add to stats if desired
14202 if (r_speeds.integer && !skysurfaces && !depthonly)
14204 r_refdef.stats.world_surfaces += numsurfacelist;
14205 for (j = 0;j < numsurfacelist;j++)
14206 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14209 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14212 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14214 int i, j, endj, flagsmask;
14215 dp_model_t *model = ent->model;
14216 msurface_t *surfaces;
14217 unsigned char *update;
14218 int numsurfacelist = 0;
14222 if (r_maxsurfacelist < model->num_surfaces)
14224 r_maxsurfacelist = model->num_surfaces;
14226 Mem_Free((msurface_t **)r_surfacelist);
14227 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14230 // if the model is static it doesn't matter what value we give for
14231 // wantnormals and wanttangents, so this logic uses only rules applicable
14232 // to a model, knowing that they are meaningless otherwise
14233 if (ent == r_refdef.scene.worldentity)
14234 RSurf_ActiveWorldEntity();
14235 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14236 RSurf_ActiveModelEntity(ent, false, false, false);
14238 RSurf_ActiveModelEntity(ent, true, true, true);
14239 else if (depthonly)
14241 switch (vid.renderpath)
14243 case RENDERPATH_GL20:
14244 case RENDERPATH_CGGL:
14245 case RENDERPATH_D3D9:
14246 case RENDERPATH_D3D10:
14247 case RENDERPATH_D3D11:
14248 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14250 case RENDERPATH_GL13:
14251 case RENDERPATH_GL11:
14252 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14258 switch (vid.renderpath)
14260 case RENDERPATH_GL20:
14261 case RENDERPATH_CGGL:
14262 case RENDERPATH_D3D9:
14263 case RENDERPATH_D3D10:
14264 case RENDERPATH_D3D11:
14265 RSurf_ActiveModelEntity(ent, true, true, false);
14267 case RENDERPATH_GL13:
14268 case RENDERPATH_GL11:
14269 RSurf_ActiveModelEntity(ent, true, false, false);
14274 surfaces = model->data_surfaces;
14275 update = model->brushq1.lightmapupdateflags;
14277 // update light styles
14278 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14280 model_brush_lightstyleinfo_t *style;
14281 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14283 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14285 int *list = style->surfacelist;
14286 style->value = r_refdef.scene.lightstylevalue[style->style];
14287 for (j = 0;j < style->numsurfaces;j++)
14288 update[list[j]] = true;
14293 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14297 R_DrawDebugModel();
14298 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14302 rsurface.lightmaptexture = NULL;
14303 rsurface.deluxemaptexture = NULL;
14304 rsurface.uselightmaptexture = false;
14305 rsurface.texture = NULL;
14306 rsurface.rtlight = NULL;
14307 numsurfacelist = 0;
14308 // add visible surfaces to draw list
14309 for (i = 0;i < model->nummodelsurfaces;i++)
14310 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14311 // don't do anything if there were no surfaces
14312 if (!numsurfacelist)
14314 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14317 // update lightmaps if needed
14321 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14326 R_BuildLightMap(ent, surfaces + j);
14331 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14333 R_BuildLightMap(ent, surfaces + j);
14334 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14335 GL_AlphaTest(false);
14337 // add to stats if desired
14338 if (r_speeds.integer && !skysurfaces && !depthonly)
14340 r_refdef.stats.entities_surfaces += numsurfacelist;
14341 for (j = 0;j < numsurfacelist;j++)
14342 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14345 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14348 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14350 static texture_t texture;
14351 static msurface_t surface;
14352 const msurface_t *surfacelist = &surface;
14354 // fake enough texture and surface state to render this geometry
14356 texture.update_lastrenderframe = -1; // regenerate this texture
14357 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14358 texture.currentskinframe = skinframe;
14359 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14360 texture.offsetmapping = OFFSETMAPPING_OFF;
14361 texture.offsetscale = 1;
14362 texture.specularscalemod = 1;
14363 texture.specularpowermod = 1;
14365 surface.texture = &texture;
14366 surface.num_triangles = numtriangles;
14367 surface.num_firsttriangle = firsttriangle;
14368 surface.num_vertices = numvertices;
14369 surface.num_firstvertex = firstvertex;
14372 rsurface.texture = R_GetCurrentTexture(surface.texture);
14373 rsurface.lightmaptexture = NULL;
14374 rsurface.deluxemaptexture = NULL;
14375 rsurface.uselightmaptexture = false;
14376 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14379 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)
14381 static msurface_t surface;
14382 const msurface_t *surfacelist = &surface;
14384 // fake enough texture and surface state to render this geometry
14386 surface.texture = texture;
14387 surface.num_triangles = numtriangles;
14388 surface.num_firsttriangle = firsttriangle;
14389 surface.num_vertices = numvertices;
14390 surface.num_firstvertex = firstvertex;
14393 rsurface.texture = R_GetCurrentTexture(surface.texture);
14394 rsurface.lightmaptexture = NULL;
14395 rsurface.deluxemaptexture = NULL;
14396 rsurface.uselightmaptexture = false;
14397 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);