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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
193 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
194 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
195 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
197 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
198 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
200 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)"};
202 extern cvar_t v_glslgamma;
204 extern qboolean v_flipped_state;
206 static struct r_bloomstate_s
211 int bloomwidth, bloomheight;
213 int screentexturewidth, screentextureheight;
214 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
216 int bloomtexturewidth, bloomtextureheight;
217 rtexture_t *texture_bloom;
219 // arrays for rendering the screen passes
220 float screentexcoord2f[8];
221 float bloomtexcoord2f[8];
222 float offsettexcoord2f[8];
224 r_viewport_t viewport;
228 r_waterstate_t r_waterstate;
230 /// shadow volume bsp struct with automatically growing nodes buffer
233 rtexture_t *r_texture_blanknormalmap;
234 rtexture_t *r_texture_white;
235 rtexture_t *r_texture_grey128;
236 rtexture_t *r_texture_black;
237 rtexture_t *r_texture_notexture;
238 rtexture_t *r_texture_whitecube;
239 rtexture_t *r_texture_normalizationcube;
240 rtexture_t *r_texture_fogattenuation;
241 rtexture_t *r_texture_fogheighttexture;
242 rtexture_t *r_texture_gammaramps;
243 unsigned int r_texture_gammaramps_serial;
244 //rtexture_t *r_texture_fogintensity;
245 rtexture_t *r_texture_reflectcube;
247 // TODO: hash lookups?
248 typedef struct cubemapinfo_s
255 int r_texture_numcubemaps;
256 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
258 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
259 unsigned int r_numqueries;
260 unsigned int r_maxqueries;
262 typedef struct r_qwskincache_s
264 char name[MAX_QPATH];
265 skinframe_t *skinframe;
269 static r_qwskincache_t *r_qwskincache;
270 static int r_qwskincache_size;
272 /// vertex coordinates for a quad that covers the screen exactly
273 extern const float r_screenvertex3f[12];
274 extern const float r_d3dscreenvertex3f[12];
275 const float r_screenvertex3f[12] =
282 const float r_d3dscreenvertex3f[12] =
290 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
293 for (i = 0;i < verts;i++)
304 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
307 for (i = 0;i < verts;i++)
317 // FIXME: move this to client?
320 if (gamemode == GAME_NEHAHRA)
322 Cvar_Set("gl_fogenable", "0");
323 Cvar_Set("gl_fogdensity", "0.2");
324 Cvar_Set("gl_fogred", "0.3");
325 Cvar_Set("gl_foggreen", "0.3");
326 Cvar_Set("gl_fogblue", "0.3");
328 r_refdef.fog_density = 0;
329 r_refdef.fog_red = 0;
330 r_refdef.fog_green = 0;
331 r_refdef.fog_blue = 0;
332 r_refdef.fog_alpha = 1;
333 r_refdef.fog_start = 0;
334 r_refdef.fog_end = 16384;
335 r_refdef.fog_height = 1<<30;
336 r_refdef.fog_fadedepth = 128;
337 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
340 static void R_BuildBlankTextures(void)
342 unsigned char data[4];
343 data[2] = 128; // normal X
344 data[1] = 128; // normal Y
345 data[0] = 255; // normal Z
346 data[3] = 128; // height
347 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 static void R_BuildNoTexture(void)
368 unsigned char pix[16][16][4];
369 // this makes a light grey/dark grey checkerboard texture
370 for (y = 0;y < 16;y++)
372 for (x = 0;x < 16;x++)
374 if ((y < 8) ^ (x < 8))
390 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildWhiteCube(void)
395 unsigned char data[6*1*1*4];
396 memset(data, 255, sizeof(data));
397 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
400 static void R_BuildNormalizationCube(void)
404 vec_t s, t, intensity;
407 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
408 for (side = 0;side < 6;side++)
410 for (y = 0;y < NORMSIZE;y++)
412 for (x = 0;x < NORMSIZE;x++)
414 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
450 intensity = 127.0f / sqrt(DotProduct(v, v));
451 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
452 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
453 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
454 data[((side*64+y)*64+x)*4+3] = 255;
458 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
462 static void R_BuildFogTexture(void)
466 unsigned char data1[FOGWIDTH][4];
467 //unsigned char data2[FOGWIDTH][4];
470 r_refdef.fogmasktable_start = r_refdef.fog_start;
471 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
472 r_refdef.fogmasktable_range = r_refdef.fogrange;
473 r_refdef.fogmasktable_density = r_refdef.fog_density;
475 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
476 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
478 d = (x * r - r_refdef.fogmasktable_start);
479 if(developer_extra.integer)
480 Con_DPrintf("%f ", d);
482 if (r_fog_exp2.integer)
483 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
485 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
486 if(developer_extra.integer)
487 Con_DPrintf(" : %f ", alpha);
488 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
489 if(developer_extra.integer)
490 Con_DPrintf(" = %f\n", alpha);
491 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
494 for (x = 0;x < FOGWIDTH;x++)
496 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
501 //data2[x][0] = 255 - b;
502 //data2[x][1] = 255 - b;
503 //data2[x][2] = 255 - b;
506 if (r_texture_fogattenuation)
508 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
509 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
513 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
514 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
518 static void R_BuildFogHeightTexture(void)
520 unsigned char *inpixels;
528 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
529 if (r_refdef.fogheighttexturename[0])
530 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
533 r_refdef.fog_height_tablesize = 0;
534 if (r_texture_fogheighttexture)
535 R_FreeTexture(r_texture_fogheighttexture);
536 r_texture_fogheighttexture = NULL;
537 if (r_refdef.fog_height_table2d)
538 Mem_Free(r_refdef.fog_height_table2d);
539 r_refdef.fog_height_table2d = NULL;
540 if (r_refdef.fog_height_table1d)
541 Mem_Free(r_refdef.fog_height_table1d);
542 r_refdef.fog_height_table1d = NULL;
546 r_refdef.fog_height_tablesize = size;
547 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
548 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
549 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
551 // LordHavoc: now the magic - what is that table2d for? it is a cooked
552 // average fog color table accounting for every fog layer between a point
553 // and the camera. (Note: attenuation is handled separately!)
554 for (y = 0;y < size;y++)
556 for (x = 0;x < size;x++)
562 for (j = x;j <= y;j++)
564 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 for (j = x;j >= y;j--)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
577 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
579 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
580 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
583 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
586 //=======================================================================================================================================================
588 static const char *builtinshaderstring =
589 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
590 "// written by Forest 'LordHavoc' Hale\n"
591 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
593 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
596 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
597 "#define USELIGHTMAP\n"
599 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
600 "#define USEEYEVECTOR\n"
603 "#ifdef USESHADOWMAP2D\n"
604 "# ifdef GL_EXT_gpu_shader4\n"
605 "# extension GL_EXT_gpu_shader4 : enable\n"
607 "# ifdef GL_ARB_texture_gather\n"
608 "# extension GL_ARB_texture_gather : enable\n"
610 "# ifdef GL_AMD_texture_texture4\n"
611 "# extension GL_AMD_texture_texture4 : enable\n"
616 "//#ifdef USESHADOWSAMPLER\n"
617 "//# extension GL_ARB_shadow : enable\n"
620 "//#ifdef __GLSL_CG_DATA_TYPES\n"
621 "//# define myhalf half\n"
622 "//# define myhalf2 half2\n"
623 "//# define myhalf3 half3\n"
624 "//# define myhalf4 half4\n"
626 "# define myhalf float\n"
627 "# define myhalf2 vec2\n"
628 "# define myhalf3 vec3\n"
629 "# define myhalf4 vec4\n"
632 "#ifdef VERTEX_SHADER\n"
633 "uniform mat4 ModelViewProjectionMatrix;\n"
636 "#ifdef MODE_DEPTH_OR_SHADOW\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
643 "#else // !MODE_DEPTH_ORSHADOW\n"
648 "#ifdef MODE_SHOWDEPTH\n"
649 "#ifdef VERTEX_SHADER\n"
652 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
653 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
657 "#ifdef FRAGMENT_SHADER\n"
660 " gl_FragColor = gl_Color;\n"
663 "#else // !MODE_SHOWDEPTH\n"
668 "#ifdef MODE_POSTPROCESS\n"
669 "varying vec2 TexCoord1;\n"
670 "varying vec2 TexCoord2;\n"
672 "#ifdef VERTEX_SHADER\n"
675 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
676 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
678 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
683 "#ifdef FRAGMENT_SHADER\n"
684 "uniform sampler2D Texture_First;\n"
686 "uniform sampler2D Texture_Second;\n"
687 "uniform vec4 BloomColorSubtract;\n"
689 "#ifdef USEGAMMARAMPS\n"
690 "uniform sampler2D Texture_GammaRamps;\n"
692 "#ifdef USESATURATION\n"
693 "uniform float Saturation;\n"
695 "#ifdef USEVIEWTINT\n"
696 "uniform vec4 ViewTintColor;\n"
698 "//uncomment these if you want to use them:\n"
699 "uniform vec4 UserVec1;\n"
700 "uniform vec4 UserVec2;\n"
701 "// uniform vec4 UserVec3;\n"
702 "// uniform vec4 UserVec4;\n"
703 "// uniform float ClientTime;\n"
704 "uniform vec2 PixelSize;\n"
707 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
709 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
711 "#ifdef USEVIEWTINT\n"
712 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
715 "#ifdef USEPOSTPROCESSING\n"
716 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
717 "// 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"
718 " float sobel = 1.0;\n"
719 " // vec2 ts = textureSize(Texture_First, 0);\n"
720 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
721 " vec2 px = PixelSize;\n"
722 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
723 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
724 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
727 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
728 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
729 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
730 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
731 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
732 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
733 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
734 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
735 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
736 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
737 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
738 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
739 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
740 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
741 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
742 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
743 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
744 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
745 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
746 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
750 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
751 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
752 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
753 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
756 "#ifdef USESATURATION\n"
757 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
758 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
759 " // 'vampire sight' effect, wheres red is compensated\n"
760 " #ifdef SATURATION_REDCOMPENSATE\n"
761 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
762 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
763 " gl_FragColor.r += rboost;\n"
765 " // normal desaturation\n"
766 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
767 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
771 "#ifdef USEGAMMARAMPS\n"
772 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
773 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
774 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
778 "#else // !MODE_POSTPROCESS\n"
783 "#ifdef MODE_GENERIC\n"
784 "#ifdef USEDIFFUSE\n"
785 "varying vec2 TexCoord1;\n"
787 "#ifdef USESPECULAR\n"
788 "varying vec2 TexCoord2;\n"
790 "#ifdef VERTEX_SHADER\n"
793 " gl_FrontColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
797 "#ifdef USESPECULAR\n"
798 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
804 "#ifdef FRAGMENT_SHADER\n"
805 "#ifdef USEDIFFUSE\n"
806 "uniform sampler2D Texture_First;\n"
808 "#ifdef USESPECULAR\n"
809 "uniform sampler2D Texture_Second;\n"
814 "#ifdef USEVIEWTINT\n"
815 " gl_FragColor = gl_Color;\n"
817 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
819 "#ifdef USEDIFFUSE\n"
820 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
823 "#ifdef USESPECULAR\n"
824 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
825 "# ifdef USECOLORMAPPING\n"
826 " gl_FragColor *= tex2;\n"
829 " gl_FragColor += tex2;\n"
831 "# ifdef USEVERTEXTEXTUREBLEND\n"
832 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
837 "#else // !MODE_GENERIC\n"
842 "#ifdef MODE_BLOOMBLUR\n"
843 "varying TexCoord;\n"
844 "#ifdef VERTEX_SHADER\n"
847 " gl_FrontColor = gl_Color;\n"
848 " TexCoord = gl_MultiTexCoord0.xy;\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_First;\n"
855 "uniform vec4 BloomBlur_Parameters;\n"
860 " vec2 tc = TexCoord;\n"
861 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
862 " tc += BloomBlur_Parameters.xy;\n"
863 " for (i = 1;i < SAMPLES;i++)\n"
865 " color += texture2D(Texture_First, tc).rgb;\n"
866 " tc += BloomBlur_Parameters.xy;\n"
868 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
871 "#else // !MODE_BLOOMBLUR\n"
872 "#ifdef MODE_REFRACTION\n"
873 "varying vec2 TexCoord;\n"
874 "varying vec4 ModelViewProjectionPosition;\n"
875 "uniform mat4 TexMatrix;\n"
876 "#ifdef VERTEX_SHADER\n"
880 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
881 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
882 " ModelViewProjectionPosition = gl_Position;\n"
886 "#ifdef FRAGMENT_SHADER\n"
887 "uniform sampler2D Texture_Normal;\n"
888 "uniform sampler2D Texture_Refraction;\n"
889 "uniform sampler2D Texture_Reflection;\n"
891 "uniform vec4 DistortScaleRefractReflect;\n"
892 "uniform vec4 ScreenScaleRefractReflect;\n"
893 "uniform vec4 ScreenCenterRefractReflect;\n"
894 "uniform vec4 RefractColor;\n"
895 "uniform vec4 ReflectColor;\n"
896 "uniform float ReflectFactor;\n"
897 "uniform float ReflectOffset;\n"
901 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
902 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
903 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
904 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
905 " // FIXME temporary hack to detect the case that the reflection\n"
906 " // gets blackened at edges due to leaving the area that contains actual\n"
908 " // Remove this 'ack once we have a better way to stop this thing from\n"
910 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
913 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
914 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
915 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
918 "#else // !MODE_REFRACTION\n"
923 "#ifdef MODE_WATER\n"
924 "varying vec2 TexCoord;\n"
925 "varying vec3 EyeVector;\n"
926 "varying vec4 ModelViewProjectionPosition;\n"
927 "#ifdef VERTEX_SHADER\n"
928 "uniform vec3 EyePosition;\n"
929 "uniform mat4 TexMatrix;\n"
933 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
934 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
935 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
936 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
937 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
938 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
939 " ModelViewProjectionPosition = gl_Position;\n"
943 "#ifdef FRAGMENT_SHADER\n"
944 "uniform sampler2D Texture_Normal;\n"
945 "uniform sampler2D Texture_Refraction;\n"
946 "uniform sampler2D Texture_Reflection;\n"
948 "uniform vec4 DistortScaleRefractReflect;\n"
949 "uniform vec4 ScreenScaleRefractReflect;\n"
950 "uniform vec4 ScreenCenterRefractReflect;\n"
951 "uniform vec4 RefractColor;\n"
952 "uniform vec4 ReflectColor;\n"
953 "uniform float ReflectFactor;\n"
954 "uniform float ReflectOffset;\n"
955 "uniform float ClientTime;\n"
956 "#ifdef USENORMALMAPSCROLLBLEND\n"
957 "uniform vec2 NormalmapScrollBlend;\n"
962 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
963 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
964 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
965 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
966 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
967 " #ifdef USENORMALMAPSCROLLBLEND\n"
968 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
969 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
972 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
974 " // FIXME temporary hack to detect the case that the reflection\n"
975 " // gets blackened at edges due to leaving the area that contains actual\n"
977 " // Remove this 'ack once we have a better way to stop this thing from\n"
979 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
980 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
981 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
982 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
983 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
984 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
986 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
987 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
988 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
989 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
990 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
993 "#else // !MODE_WATER\n"
998 "// common definitions between vertex shader and fragment shader:\n"
1000 "varying vec2 TexCoord;\n"
1001 "#ifdef USEVERTEXTEXTUREBLEND\n"
1002 "varying vec2 TexCoord2;\n"
1004 "#ifdef USELIGHTMAP\n"
1005 "varying vec2 TexCoordLightmap;\n"
1008 "#ifdef MODE_LIGHTSOURCE\n"
1009 "varying vec3 CubeVector;\n"
1012 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1013 "varying vec3 LightVector;\n"
1016 "#ifdef USEEYEVECTOR\n"
1017 "varying vec3 EyeVector;\n"
1020 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1023 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1024 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1025 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1026 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1029 "#ifdef USEREFLECTION\n"
1030 "varying vec4 ModelViewProjectionPosition;\n"
1032 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1033 "uniform vec3 LightPosition;\n"
1034 "varying vec4 ModelViewPosition;\n"
1037 "#ifdef MODE_LIGHTSOURCE\n"
1038 "uniform vec3 LightPosition;\n"
1040 "uniform vec3 EyePosition;\n"
1041 "#ifdef MODE_LIGHTDIRECTION\n"
1042 "uniform vec3 LightDir;\n"
1044 "uniform vec4 FogPlane;\n"
1046 "#ifdef USESHADOWMAPORTHO\n"
1047 "varying vec3 ShadowMapTC;\n"
1054 "// 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"
1056 "// fragment shader specific:\n"
1057 "#ifdef FRAGMENT_SHADER\n"
1059 "uniform sampler2D Texture_Normal;\n"
1060 "uniform sampler2D Texture_Color;\n"
1061 "uniform sampler2D Texture_Gloss;\n"
1063 "uniform sampler2D Texture_Glow;\n"
1065 "#ifdef USEVERTEXTEXTUREBLEND\n"
1066 "uniform sampler2D Texture_SecondaryNormal;\n"
1067 "uniform sampler2D Texture_SecondaryColor;\n"
1068 "uniform sampler2D Texture_SecondaryGloss;\n"
1070 "uniform sampler2D Texture_SecondaryGlow;\n"
1073 "#ifdef USECOLORMAPPING\n"
1074 "uniform sampler2D Texture_Pants;\n"
1075 "uniform sampler2D Texture_Shirt;\n"
1078 "#ifdef USEFOGHEIGHTTEXTURE\n"
1079 "uniform sampler2D Texture_FogHeightTexture;\n"
1081 "uniform sampler2D Texture_FogMask;\n"
1083 "#ifdef USELIGHTMAP\n"
1084 "uniform sampler2D Texture_Lightmap;\n"
1086 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1087 "uniform sampler2D Texture_Deluxemap;\n"
1089 "#ifdef USEREFLECTION\n"
1090 "uniform sampler2D Texture_Reflection;\n"
1093 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1094 "uniform sampler2D Texture_ScreenDepth;\n"
1095 "uniform sampler2D Texture_ScreenNormalMap;\n"
1097 "#ifdef USEDEFERREDLIGHTMAP\n"
1098 "uniform sampler2D Texture_ScreenDiffuse;\n"
1099 "uniform sampler2D Texture_ScreenSpecular;\n"
1102 "uniform myhalf3 Color_Pants;\n"
1103 "uniform myhalf3 Color_Shirt;\n"
1104 "uniform myhalf3 FogColor;\n"
1107 "uniform float FogRangeRecip;\n"
1108 "uniform float FogPlaneViewDist;\n"
1109 "uniform float FogHeightFade;\n"
1110 "vec3 FogVertex(vec3 surfacecolor)\n"
1112 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1113 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1115 "#ifdef USEFOGHEIGHTTEXTURE\n"
1116 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1117 " fogfrac = fogheightpixel.a;\n"
1118 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1120 "# ifdef USEFOGOUTSIDE\n"
1121 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1123 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1125 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1130 "#ifdef USEOFFSETMAPPING\n"
1131 "uniform float OffsetMapping_Scale;\n"
1132 "vec2 OffsetMapping(vec2 TexCoord)\n"
1134 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1135 " // 14 sample relief mapping: linear search and then binary search\n"
1136 " // this basically steps forward a small amount repeatedly until it finds\n"
1137 " // itself inside solid, then jitters forward and back using decreasing\n"
1138 " // amounts to find the impact\n"
1139 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1140 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1142 " vec3 RT = vec3(TexCoord, 1);\n"
1143 " OffsetVector *= 0.1;\n"
1144 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1152 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1156 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1157 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1160 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1161 " // this basically moves forward the full distance, and then backs up based\n"
1162 " // on height of samples\n"
1163 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1164 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1166 " TexCoord += OffsetVector;\n"
1167 " OffsetVector *= 0.5;\n"
1168 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1170 " return TexCoord;\n"
1173 "#endif // USEOFFSETMAPPING\n"
1175 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1176 "uniform sampler2D Texture_Attenuation;\n"
1177 "uniform samplerCube Texture_Cube;\n"
1180 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1182 "#ifdef USESHADOWMAP2D\n"
1183 "# ifdef USESHADOWSAMPLER\n"
1184 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1186 "uniform sampler2D Texture_ShadowMap2D;\n"
1190 "#ifdef USESHADOWMAPVSDCT\n"
1191 "uniform samplerCube Texture_CubeProjection;\n"
1194 "#if defined(USESHADOWMAP2D)\n"
1195 "uniform vec2 ShadowMap_TextureScale;\n"
1196 "uniform vec4 ShadowMap_Parameters;\n"
1199 "#if defined(USESHADOWMAP2D)\n"
1200 "# ifdef USESHADOWMAPORTHO\n"
1201 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1203 "# ifdef USESHADOWMAPVSDCT\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1208 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1209 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1212 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1214 " vec3 adir = abs(dir);\n"
1215 " float ma = adir.z;\n"
1216 " vec4 proj = vec4(dir, 2.5);\n"
1217 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1218 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1219 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1220 " 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"
1224 "#endif // defined(USESHADOWMAP2D)\n"
1226 "# ifdef USESHADOWMAP2D\n"
1227 "float ShadowMapCompare(vec3 dir)\n"
1229 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1232 "# ifdef USESHADOWSAMPLER\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1235 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1236 " 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"
1238 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1241 "# ifdef USESHADOWMAPPCF\n"
1242 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1243 "# ifdef GL_ARB_texture_gather\n"
1244 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1246 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1248 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1251 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1252 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1253 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1254 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1255 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1256 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1257 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1258 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1259 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1260 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1261 " locols.yz += group2.ab;\n"
1262 " hicols.yz += group8.rg;\n"
1263 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1264 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1265 " mix(locols, hicols, offset.y);\n"
1266 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1267 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1268 " f = dot(cols, vec4(1.0/25.0));\n"
1270 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1271 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1272 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1273 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1274 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1275 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1276 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1279 "# ifdef GL_EXT_gpu_shader4\n"
1280 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1282 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1284 "# if USESHADOWMAPPCF > 1\n"
1285 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1286 " center *= ShadowMap_TextureScale;\n"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " 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"
1291 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1292 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1294 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1295 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1296 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1297 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1298 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1299 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1303 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1306 "# ifdef USESHADOWMAPORTHO\n"
1307 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1313 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1314 "#endif // FRAGMENT_SHADER\n"
1319 "#ifdef MODE_DEFERREDGEOMETRY\n"
1320 "#ifdef VERTEX_SHADER\n"
1321 "uniform mat4 TexMatrix;\n"
1322 "#ifdef USEVERTEXTEXTUREBLEND\n"
1323 "uniform mat4 BackgroundTexMatrix;\n"
1325 "uniform mat4 ModelViewMatrix;\n"
1328 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1329 "#ifdef USEVERTEXTEXTUREBLEND\n"
1330 " gl_FrontColor = gl_Color;\n"
1331 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1334 " // transform unnormalized eye direction into tangent space\n"
1335 "#ifdef USEOFFSETMAPPING\n"
1336 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1337 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1338 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1339 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1342 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1343 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1344 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1345 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1347 "#endif // VERTEX_SHADER\n"
1349 "#ifdef FRAGMENT_SHADER\n"
1352 "#ifdef USEOFFSETMAPPING\n"
1353 " // apply offsetmapping\n"
1354 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1355 "#define TexCoord TexCoordOffset\n"
1358 "#ifdef USEALPHAKILL\n"
1359 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1363 "#ifdef USEVERTEXTEXTUREBLEND\n"
1364 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1365 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1366 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1367 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1370 "#ifdef USEVERTEXTEXTUREBLEND\n"
1371 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1372 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1374 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1375 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1378 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1380 "#endif // FRAGMENT_SHADER\n"
1381 "#else // !MODE_DEFERREDGEOMETRY\n"
1386 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 ModelViewMatrix;\n"
1391 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1392 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1394 "#endif // VERTEX_SHADER\n"
1396 "#ifdef FRAGMENT_SHADER\n"
1397 "uniform mat4 ViewToLight;\n"
1398 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1399 "uniform vec2 ScreenToDepth;\n"
1400 "uniform myhalf3 DeferredColor_Ambient;\n"
1401 "uniform myhalf3 DeferredColor_Diffuse;\n"
1402 "#ifdef USESPECULAR\n"
1403 "uniform myhalf3 DeferredColor_Specular;\n"
1404 "uniform myhalf SpecularPower;\n"
1406 "uniform myhalf2 PixelToScreenTexCoord;\n"
1409 " // calculate viewspace pixel position\n"
1410 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1412 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1413 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1414 " // decode viewspace pixel normal\n"
1415 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1416 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1417 " // surfacenormal = pixel normal in viewspace\n"
1418 " // LightVector = pixel to light in viewspace\n"
1419 " // CubeVector = position in lightspace\n"
1420 " // eyevector = pixel to view in viewspace\n"
1421 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1422 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1423 "#ifdef USEDIFFUSE\n"
1424 " // calculate diffuse shading\n"
1425 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1426 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1428 "#ifdef USESPECULAR\n"
1429 " // calculate directional shading\n"
1430 " vec3 eyevector = position * -1.0;\n"
1431 "# ifdef USEEXACTSPECULARMATH\n"
1432 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1434 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1435 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1439 "#if defined(USESHADOWMAP2D)\n"
1440 " fade *= ShadowMapCompare(CubeVector);\n"
1443 "#ifdef USEDIFFUSE\n"
1444 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1446 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1448 "#ifdef USESPECULAR\n"
1449 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1451 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1454 "# ifdef USECUBEFILTER\n"
1455 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1456 " gl_FragData[0].rgb *= cubecolor;\n"
1457 " gl_FragData[1].rgb *= cubecolor;\n"
1460 "#endif // FRAGMENT_SHADER\n"
1461 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1466 "#ifdef VERTEX_SHADER\n"
1467 "uniform mat4 TexMatrix;\n"
1468 "#ifdef USEVERTEXTEXTUREBLEND\n"
1469 "uniform mat4 BackgroundTexMatrix;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform mat4 ModelToLight;\n"
1474 "#ifdef USESHADOWMAPORTHO\n"
1475 "uniform mat4 ShadowMapMatrix;\n"
1479 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1480 " gl_FrontColor = gl_Color;\n"
1482 " // copy the surface texcoord\n"
1483 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1484 "#ifdef USEVERTEXTEXTUREBLEND\n"
1485 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1487 "#ifdef USELIGHTMAP\n"
1488 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1491 "#ifdef MODE_LIGHTSOURCE\n"
1492 " // transform vertex position into light attenuation/cubemap space\n"
1493 " // (-1 to +1 across the light box)\n"
1494 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1496 "# ifdef USEDIFFUSE\n"
1497 " // transform unnormalized light direction into tangent space\n"
1498 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1499 " // normalize it per pixel)\n"
1500 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1501 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1502 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1503 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1507 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1508 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1509 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1510 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1513 " // transform unnormalized eye direction into tangent space\n"
1514 "#ifdef USEEYEVECTOR\n"
1515 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1516 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1517 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1518 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1522 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1523 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1526 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1527 " VectorS = gl_MultiTexCoord1.xyz;\n"
1528 " VectorT = gl_MultiTexCoord2.xyz;\n"
1529 " VectorR = gl_MultiTexCoord3.xyz;\n"
1532 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1533 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1535 "#ifdef USESHADOWMAPORTHO\n"
1536 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1539 "#ifdef USEREFLECTION\n"
1540 " ModelViewProjectionPosition = gl_Position;\n"
1543 "#endif // VERTEX_SHADER\n"
1548 "#ifdef FRAGMENT_SHADER\n"
1549 "#ifdef USEDEFERREDLIGHTMAP\n"
1550 "uniform myhalf2 PixelToScreenTexCoord;\n"
1551 "uniform myhalf3 DeferredMod_Diffuse;\n"
1552 "uniform myhalf3 DeferredMod_Specular;\n"
1554 "uniform myhalf3 Color_Ambient;\n"
1555 "uniform myhalf3 Color_Diffuse;\n"
1556 "uniform myhalf3 Color_Specular;\n"
1557 "uniform myhalf SpecularPower;\n"
1559 "uniform myhalf3 Color_Glow;\n"
1561 "uniform myhalf Alpha;\n"
1562 "#ifdef USEREFLECTION\n"
1563 "uniform vec4 DistortScaleRefractReflect;\n"
1564 "uniform vec4 ScreenScaleRefractReflect;\n"
1565 "uniform vec4 ScreenCenterRefractReflect;\n"
1566 "uniform myhalf4 ReflectColor;\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 "uniform mat4 ModelToReflectCube;\n"
1570 "uniform sampler2D Texture_ReflectMask;\n"
1571 "uniform samplerCube Texture_ReflectCube;\n"
1573 "#ifdef MODE_LIGHTDIRECTION\n"
1574 "uniform myhalf3 LightColor;\n"
1576 "#ifdef MODE_LIGHTSOURCE\n"
1577 "uniform myhalf3 LightColor;\n"
1581 "#ifdef USEOFFSETMAPPING\n"
1582 " // apply offsetmapping\n"
1583 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1584 "#define TexCoord TexCoordOffset\n"
1587 " // combine the diffuse textures (base, pants, shirt)\n"
1588 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1589 "#ifdef USEALPHAKILL\n"
1590 " if (color.a < 0.5)\n"
1593 " color.a *= Alpha;\n"
1594 "#ifdef USECOLORMAPPING\n"
1595 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1597 "#ifdef USEVERTEXTEXTUREBLEND\n"
1598 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1599 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1600 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1601 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1603 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1606 " // get the surface normal\n"
1607 "#ifdef USEVERTEXTEXTUREBLEND\n"
1608 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1610 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1613 " // get the material colors\n"
1614 " myhalf3 diffusetex = color.rgb;\n"
1615 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1616 "# ifdef USEVERTEXTEXTUREBLEND\n"
1617 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1619 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1623 "#ifdef USEREFLECTCUBE\n"
1624 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1625 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1626 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1627 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1633 "#ifdef MODE_LIGHTSOURCE\n"
1634 " // light source\n"
1635 "#ifdef USEDIFFUSE\n"
1636 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1637 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1638 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1639 "#ifdef USESPECULAR\n"
1640 "#ifdef USEEXACTSPECULARMATH\n"
1641 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1643 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1644 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1646 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1649 " color.rgb = diffusetex * Color_Ambient;\n"
1651 " color.rgb *= LightColor;\n"
1652 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1653 "#if defined(USESHADOWMAP2D)\n"
1654 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1656 "# ifdef USECUBEFILTER\n"
1657 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1659 "#endif // MODE_LIGHTSOURCE\n"
1664 "#ifdef MODE_LIGHTDIRECTION\n"
1666 "#ifdef USEDIFFUSE\n"
1667 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1669 "#define lightcolor LightColor\n"
1670 "#endif // MODE_LIGHTDIRECTION\n"
1671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1673 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1674 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1675 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1676 " // convert modelspace light vector to tangentspace\n"
1677 " myhalf3 lightnormal;\n"
1678 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1679 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1680 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1681 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1682 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1683 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1684 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1685 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1686 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1687 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1688 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1689 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1690 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1691 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1692 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1693 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1695 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1696 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1697 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1703 "#ifdef MODE_FAKELIGHT\n"
1705 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1706 "myhalf3 lightcolor = myhalf3(1.0);\n"
1707 "#endif // MODE_FAKELIGHT\n"
1712 "#ifdef MODE_LIGHTMAP\n"
1713 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1714 "#endif // MODE_LIGHTMAP\n"
1715 "#ifdef MODE_VERTEXCOLOR\n"
1716 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1717 "#endif // MODE_VERTEXCOLOR\n"
1718 "#ifdef MODE_FLATCOLOR\n"
1719 " color.rgb = diffusetex * Color_Ambient;\n"
1720 "#endif // MODE_FLATCOLOR\n"
1726 "# ifdef USEDIFFUSE\n"
1727 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1728 "# ifdef USESPECULAR\n"
1729 "# ifdef USEEXACTSPECULARMATH\n"
1730 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1732 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1733 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1735 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1737 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1740 " color.rgb = diffusetex * Color_Ambient;\n"
1744 "#ifdef USESHADOWMAPORTHO\n"
1745 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1748 "#ifdef USEDEFERREDLIGHTMAP\n"
1749 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1750 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1751 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1755 "#ifdef USEVERTEXTEXTUREBLEND\n"
1756 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1758 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1763 " color.rgb = FogVertex(color.rgb);\n"
1766 " // 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"
1767 "#ifdef USEREFLECTION\n"
1768 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1769 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1770 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1771 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1772 " // FIXME temporary hack to detect the case that the reflection\n"
1773 " // gets blackened at edges due to leaving the area that contains actual\n"
1775 " // Remove this 'ack once we have a better way to stop this thing from\n"
1777 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1779 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1780 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1781 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1782 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1785 " gl_FragColor = vec4(color);\n"
1787 "#endif // FRAGMENT_SHADER\n"
1789 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1790 "#endif // !MODE_DEFERREDGEOMETRY\n"
1791 "#endif // !MODE_WATER\n"
1792 "#endif // !MODE_REFRACTION\n"
1793 "#endif // !MODE_BLOOMBLUR\n"
1794 "#endif // !MODE_GENERIC\n"
1795 "#endif // !MODE_POSTPROCESS\n"
1796 "#endif // !MODE_SHOWDEPTH\n"
1797 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1801 =========================================================================================================================================================
1805 =========================================================================================================================================================
1809 =========================================================================================================================================================
1813 =========================================================================================================================================================
1817 =========================================================================================================================================================
1821 =========================================================================================================================================================
1825 =========================================================================================================================================================
1828 const char *builtincgshaderstring =
1829 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1830 "// written by Forest 'LordHavoc' Hale\n"
1831 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1833 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1834 "#if defined(USEREFLECTION)\n"
1835 "#undef USESHADOWMAPORTHO\n"
1838 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1841 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1842 "#define USELIGHTMAP\n"
1844 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1845 "#define USEEYEVECTOR\n"
1848 "#ifdef FRAGMENT_SHADER\n"
1850 "//#undef USESHADOWMAPPCF\n"
1851 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1852 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1854 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1858 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1859 "#ifdef VERTEX_SHADER\n"
1862 "float4 gl_Vertex : POSITION,\n"
1863 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1864 "out float4 gl_Position : POSITION,\n"
1865 "out float Depth : TEXCOORD0\n"
1868 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1869 " Depth = gl_Position.z;\n"
1873 "#ifdef FRAGMENT_SHADER\n"
1876 "float Depth : TEXCOORD0,\n"
1877 "out float4 gl_FragColor : COLOR\n"
1880 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1881 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1882 " temp.yz -= floor(temp.yz);\n"
1883 " gl_FragColor = temp;\n"
1884 "// gl_FragColor = float4(Depth,0,0,0);\n"
1887 "#else // !MODE_DEPTH_ORSHADOW\n"
1892 "#ifdef MODE_SHOWDEPTH\n"
1893 "#ifdef VERTEX_SHADER\n"
1896 "float4 gl_Vertex : POSITION,\n"
1897 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1898 "out float4 gl_Position : POSITION,\n"
1899 "out float4 gl_FrontColor : COLOR0\n"
1902 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1903 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1910 "float4 gl_FrontColor : COLOR0,\n"
1911 "out float4 gl_FragColor : COLOR\n"
1914 " gl_FragColor = gl_FrontColor;\n"
1917 "#else // !MODE_SHOWDEPTH\n"
1922 "#ifdef MODE_POSTPROCESS\n"
1924 "#ifdef VERTEX_SHADER\n"
1927 "float4 gl_Vertex : POSITION,\n"
1928 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1929 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1930 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1931 "out float4 gl_Position : POSITION,\n"
1932 "out float2 TexCoord1 : TEXCOORD0,\n"
1933 "out float2 TexCoord2 : TEXCOORD1\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1937 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1939 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1944 "#ifdef FRAGMENT_SHADER\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "uniform sampler Texture_First : register(s0),\n"
1951 "uniform sampler Texture_Second : register(s1),\n"
1953 "#ifdef USEGAMMARAMPS\n"
1954 "uniform sampler Texture_GammaRamps : register(s2),\n"
1956 "#ifdef USESATURATION\n"
1957 "uniform float Saturation : register(c30),\n"
1959 "#ifdef USEVIEWTINT\n"
1960 "uniform float4 ViewTintColor : register(c41),\n"
1962 "uniform float4 UserVec1 : register(c37),\n"
1963 "uniform float4 UserVec2 : register(c38),\n"
1964 "uniform float4 UserVec3 : register(c39),\n"
1965 "uniform float4 UserVec4 : register(c40),\n"
1966 "uniform float ClientTime : register(c2),\n"
1967 "uniform float2 PixelSize : register(c25),\n"
1968 "uniform float4 BloomColorSubtract : register(c43),\n"
1969 "out float4 gl_FragColor : COLOR\n"
1972 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1974 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1976 "#ifdef USEVIEWTINT\n"
1977 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1980 "#ifdef USEPOSTPROCESSING\n"
1981 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1982 "// 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"
1983 " float sobel = 1.0;\n"
1984 " // float2 ts = textureSize(Texture_First, 0);\n"
1985 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1986 " float2 px = PixelSize;\n"
1987 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1988 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1989 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1990 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1991 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1992 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1993 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1994 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1995 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1996 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1997 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1998 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1999 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2000 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2001 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2002 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2003 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2004 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2005 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2006 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2007 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2008 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2009 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2010 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2011 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2015 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2016 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2017 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2018 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2021 "#ifdef USESATURATION\n"
2022 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2023 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2024 " // 'vampire sight' effect, wheres red is compensated\n"
2025 " #ifdef SATURATION_REDCOMPENSATE\n"
2026 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2027 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2028 " gl_FragColor.r += r;\n"
2030 " // normal desaturation\n"
2031 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2032 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2036 "#ifdef USEGAMMARAMPS\n"
2037 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2038 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2039 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2043 "#else // !MODE_POSTPROCESS\n"
2048 "#ifdef MODE_GENERIC\n"
2049 "#ifdef VERTEX_SHADER\n"
2052 "float4 gl_Vertex : POSITION,\n"
2053 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2054 "float4 gl_Color : COLOR0,\n"
2055 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2056 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2057 "out float4 gl_Position : POSITION,\n"
2058 "#ifdef USEDIFFUSE\n"
2059 "out float2 TexCoord1 : TEXCOORD0,\n"
2061 "#ifdef USESPECULAR\n"
2062 "out float2 TexCoord2 : TEXCOORD1,\n"
2064 "out float4 gl_FrontColor : COLOR\n"
2068 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2070 " gl_FrontColor = gl_Color; // Cg is forward\n"
2072 "#ifdef USEDIFFUSE\n"
2073 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2075 "#ifdef USESPECULAR\n"
2076 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2078 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2082 "#ifdef FRAGMENT_SHADER\n"
2086 "float4 gl_FrontColor : COLOR0,\n"
2087 "float2 TexCoord1 : TEXCOORD0,\n"
2088 "float2 TexCoord2 : TEXCOORD1,\n"
2089 "#ifdef USEDIFFUSE\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2092 "#ifdef USESPECULAR\n"
2093 "uniform sampler Texture_Second : register(s1),\n"
2095 "out float4 gl_FragColor : COLOR\n"
2098 "#ifdef USEVIEWTINT\n"
2099 " gl_FragColor = gl_FrontColor;\n"
2101 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2103 "#ifdef USEDIFFUSE\n"
2104 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2107 "#ifdef USESPECULAR\n"
2108 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2109 "# ifdef USECOLORMAPPING\n"
2110 " gl_FragColor *= tex2;\n"
2113 " gl_FragColor += tex2;\n"
2115 "# ifdef USEVERTEXTEXTUREBLEND\n"
2116 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2121 "#else // !MODE_GENERIC\n"
2126 "#ifdef MODE_BLOOMBLUR\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "out float4 gl_Position : POSITION,\n"
2134 "out float2 TexCoord : TEXCOORD0\n"
2137 " TexCoord = gl_MultiTexCoord0.xy;\n"
2138 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "#ifdef FRAGMENT_SHADER\n"
2146 "float2 TexCoord : TEXCOORD0,\n"
2147 "uniform sampler Texture_First : register(s0),\n"
2148 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2149 "out float4 gl_FragColor : COLOR\n"
2153 " float2 tc = TexCoord;\n"
2154 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2155 " tc += BloomBlur_Parameters.xy;\n"
2156 " for (i = 1;i < SAMPLES;i++)\n"
2158 " color += tex2D(Texture_First, tc).rgb;\n"
2159 " tc += BloomBlur_Parameters.xy;\n"
2161 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2164 "#else // !MODE_BLOOMBLUR\n"
2165 "#ifdef MODE_REFRACTION\n"
2166 "#ifdef VERTEX_SHADER\n"
2169 "float4 gl_Vertex : POSITION,\n"
2170 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2171 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2172 "uniform float4x4 TexMatrix : register(c0),\n"
2173 "uniform float3 EyePosition : register(c24),\n"
2174 "out float4 gl_Position : POSITION,\n"
2175 "out float2 TexCoord : TEXCOORD0,\n"
2176 "out float3 EyeVector : TEXCOORD1,\n"
2177 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2180 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2181 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2182 " ModelViewProjectionPosition = gl_Position;\n"
2186 "#ifdef FRAGMENT_SHADER\n"
2189 "float2 TexCoord : TEXCOORD0,\n"
2190 "float3 EyeVector : TEXCOORD1,\n"
2191 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2192 "uniform sampler Texture_Normal : register(s0),\n"
2193 "uniform sampler Texture_Refraction : register(s3),\n"
2194 "uniform sampler Texture_Reflection : register(s7),\n"
2195 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2196 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2197 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2198 "uniform float4 RefractColor : register(c29),\n"
2199 "out float4 gl_FragColor : COLOR\n"
2202 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2203 " //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"
2204 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2205 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2206 " // FIXME temporary hack to detect the case that the reflection\n"
2207 " // gets blackened at edges due to leaving the area that contains actual\n"
2209 " // Remove this 'ack once we have a better way to stop this thing from\n"
2211 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2215 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2216 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2219 "#else // !MODE_REFRACTION\n"
2224 "#ifdef MODE_WATER\n"
2225 "#ifdef VERTEX_SHADER\n"
2229 "float4 gl_Vertex : POSITION,\n"
2230 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2231 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2232 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2233 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2234 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2235 "uniform float4x4 TexMatrix : register(c0),\n"
2236 "uniform float3 EyePosition : register(c24),\n"
2237 "out float4 gl_Position : POSITION,\n"
2238 "out float2 TexCoord : TEXCOORD0,\n"
2239 "out float3 EyeVector : TEXCOORD1,\n"
2240 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2243 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2244 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2245 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2246 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2247 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2248 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2249 " ModelViewProjectionPosition = gl_Position;\n"
2253 "#ifdef FRAGMENT_SHADER\n"
2256 "float2 TexCoord : TEXCOORD0,\n"
2257 "float3 EyeVector : TEXCOORD1,\n"
2258 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2259 "uniform sampler Texture_Normal : register(s0),\n"
2260 "uniform sampler Texture_Refraction : register(s3),\n"
2261 "uniform sampler Texture_Reflection : register(s7),\n"
2262 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2263 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2264 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2265 "uniform float4 RefractColor : register(c29),\n"
2266 "uniform float4 ReflectColor : register(c26),\n"
2267 "uniform float ReflectFactor : register(c27),\n"
2268 "uniform float ReflectOffset : register(c28),\n"
2269 "out float4 gl_FragColor : COLOR\n"
2272 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2273 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2274 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2275 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2276 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2277 " // FIXME temporary hack to detect the case that the reflection\n"
2278 " // gets blackened at edges due to leaving the area that contains actual\n"
2280 " // Remove this 'ack once we have a better way to stop this thing from\n"
2282 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2284 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2285 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2286 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2287 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2290 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2291 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2292 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2293 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2296 "#else // !MODE_WATER\n"
2301 "// 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"
2303 "// fragment shader specific:\n"
2304 "#ifdef FRAGMENT_SHADER\n"
2307 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2310 "#ifdef USEFOGHEIGHTTEXTURE\n"
2311 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2312 " fogfrac = fogheightpixel.a;\n"
2313 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2315 "# ifdef USEFOGOUTSIDE\n"
2316 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2318 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2320 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2325 "#ifdef USEOFFSETMAPPING\n"
2326 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2328 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2329 " // 14 sample relief mapping: linear search and then binary search\n"
2330 " // this basically steps forward a small amount repeatedly until it finds\n"
2331 " // itself inside solid, then jitters forward and back using decreasing\n"
2332 " // amounts to find the impact\n"
2333 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2334 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2335 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2336 " float3 RT = float3(TexCoord, 1);\n"
2337 " OffsetVector *= 0.1;\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2350 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2351 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2354 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2355 " // this basically moves forward the full distance, and then backs up based\n"
2356 " // on height of samples\n"
2357 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2358 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2359 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2360 " TexCoord += OffsetVector;\n"
2361 " OffsetVector *= 0.333;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2364 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2365 " return TexCoord;\n"
2368 "#endif // USEOFFSETMAPPING\n"
2370 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2371 "#if defined(USESHADOWMAP2D)\n"
2372 "# ifdef USESHADOWMAPORTHO\n"
2373 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2375 "# ifdef USESHADOWMAPVSDCT\n"
2376 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2378 " float3 adir = abs(dir);\n"
2379 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2380 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2381 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2384 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2386 " float3 adir = abs(dir);\n"
2387 " float ma = adir.z;\n"
2388 " float4 proj = float4(dir, 2.5);\n"
2389 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2390 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2392 " 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"
2394 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2395 " 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"
2400 "#endif // defined(USESHADOWMAP2D)\n"
2402 "# ifdef USESHADOWMAP2D\n"
2403 "#ifdef USESHADOWMAPVSDCT\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2406 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2409 "#ifdef USESHADOWMAPVSDCT\n"
2410 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2412 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2416 "# ifdef USESHADOWSAMPLER\n"
2417 "# ifdef USESHADOWMAPPCF\n"
2418 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2419 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2420 " 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"
2422 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2425 "# ifdef USESHADOWMAPPCF\n"
2426 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2427 "# ifdef GL_ARB_texture_gather\n"
2428 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2430 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2432 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2433 "# if USESHADOWMAPPCF > 1\n"
2434 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2435 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2436 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2437 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2438 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2439 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2440 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2441 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2442 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2443 " float4 locols = float4(group1.ab, group3.ab);\n"
2444 " float4 hicols = float4(group7.rg, group9.rg);\n"
2445 " locols.yz += group2.ab;\n"
2446 " hicols.yz += group8.rg;\n"
2447 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2448 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2449 " lerp(locols, hicols, offset.y);\n"
2450 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2451 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2452 " f = dot(cols, float4(1.0/25.0));\n"
2454 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2455 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2456 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2457 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2458 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2459 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2460 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2463 "# ifdef GL_EXT_gpu_shader4\n"
2464 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2466 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2468 "# if USESHADOWMAPPCF > 1\n"
2469 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2470 " center *= ShadowMap_TextureScale;\n"
2471 " 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"
2472 " 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"
2473 " 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"
2474 " 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"
2475 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2476 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2478 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2479 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2480 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2481 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2482 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2483 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2487 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2490 "# ifdef USESHADOWMAPORTHO\n"
2491 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2497 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2498 "#endif // FRAGMENT_SHADER\n"
2503 "#ifdef MODE_DEFERREDGEOMETRY\n"
2504 "#ifdef VERTEX_SHADER\n"
2507 "float4 gl_Vertex : POSITION,\n"
2508 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2509 "#ifdef USEVERTEXTEXTUREBLEND\n"
2510 "float4 gl_Color : COLOR0,\n"
2512 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2513 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2514 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2515 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2516 "uniform float4x4 TexMatrix : register(c0),\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2520 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2521 "#ifdef USEOFFSETMAPPING\n"
2522 "uniform float3 EyePosition : register(c24),\n"
2524 "out float4 gl_Position : POSITION,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "out float4 gl_FrontColor : COLOR,\n"
2528 "out float4 TexCoordBoth : TEXCOORD0,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "out float3 EyeVector : TEXCOORD2,\n"
2532 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2533 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2534 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2537 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2538 "#ifdef USEVERTEXTEXTUREBLEND\n"
2540 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2542 " gl_FrontColor = gl_Color; // Cg is forward\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 " VectorR.w = gl_Position.z;\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2571 "uniform sampler Texture_Normal : register(s0),\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler Texture_Color : register(s1),\n"
2575 "uniform sampler Texture_Gloss : register(s2),\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2578 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale : register(c24),\n"
2583 "uniform half SpecularPower : register(c36),\n"
2585 "out float4 gl_FragData0 : COLOR0,\n"
2586 "out float4 gl_FragData1 : COLOR1\n"
2588 "out float4 gl_FragColor : COLOR\n"
2592 " float2 TexCoord = TexCoordBoth.xy;\n"
2593 "#ifdef USEOFFSETMAPPING\n"
2594 " // apply offsetmapping\n"
2595 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2596 "#define TexCoord TexCoordOffset\n"
2599 "#ifdef USEALPHAKILL\n"
2600 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2604 "#ifdef USEVERTEXTEXTUREBLEND\n"
2605 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2606 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2607 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2608 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2611 "#ifdef USEVERTEXTEXTUREBLEND\n"
2612 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2613 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2615 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2616 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2620 " 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"
2621 " float Depth = VectorR.w / 256.0;\n"
2622 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2623 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2624 " depthcolor.yz -= floor(depthcolor.yz);\n"
2625 " gl_FragData1 = depthcolor;\n"
2627 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2630 "#endif // FRAGMENT_SHADER\n"
2631 "#else // !MODE_DEFERREDGEOMETRY\n"
2636 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2637 "#ifdef VERTEX_SHADER\n"
2640 "float4 gl_Vertex : POSITION,\n"
2641 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2642 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2643 "out float4 gl_Position : POSITION,\n"
2644 "out float4 ModelViewPosition : TEXCOORD0\n"
2647 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2648 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2650 "#endif // VERTEX_SHADER\n"
2652 "#ifdef FRAGMENT_SHADER\n"
2656 "float2 Pixel : VPOS,\n"
2658 "float2 Pixel : WPOS,\n"
2660 "float4 ModelViewPosition : TEXCOORD0,\n"
2661 "uniform float4x4 ViewToLight : register(c44),\n"
2662 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2663 "uniform float3 LightPosition : register(c23),\n"
2664 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2665 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2666 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2667 "#ifdef USESPECULAR\n"
2668 "uniform half3 DeferredColor_Specular : register(c11),\n"
2669 "uniform half SpecularPower : register(c36),\n"
2671 "uniform sampler Texture_Attenuation : register(s9),\n"
2672 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2673 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2675 "#ifdef USECUBEFILTER\n"
2676 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2679 "#ifdef USESHADOWMAP2D\n"
2680 "# ifdef USESHADOWSAMPLER\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2683 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2687 "#ifdef USESHADOWMAPVSDCT\n"
2688 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2691 "#if defined(USESHADOWMAP2D)\n"
2692 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2693 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2696 "out float4 gl_FragData0 : COLOR0,\n"
2697 "out float4 gl_FragData1 : COLOR1\n"
2700 " // calculate viewspace pixel position\n"
2701 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2702 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2703 " float3 position;\n"
2705 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2707 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2709 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2710 " // decode viewspace pixel normal\n"
2711 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2712 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2713 " // surfacenormal = pixel normal in viewspace\n"
2714 " // LightVector = pixel to light in viewspace\n"
2715 " // CubeVector = position in lightspace\n"
2716 " // eyevector = pixel to view in viewspace\n"
2717 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2718 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2719 "#ifdef USEDIFFUSE\n"
2720 " // calculate diffuse shading\n"
2721 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2722 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2724 "#ifdef USESPECULAR\n"
2725 " // calculate directional shading\n"
2726 " float3 eyevector = position * -1.0;\n"
2727 "# ifdef USEEXACTSPECULARMATH\n"
2728 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2730 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2731 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2735 "#if defined(USESHADOWMAP2D)\n"
2736 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2737 "#ifdef USESHADOWMAPVSDCT\n"
2738 ", Texture_CubeProjection\n"
2743 "#ifdef USEDIFFUSE\n"
2744 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2746 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2748 "#ifdef USESPECULAR\n"
2749 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2751 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2754 "# ifdef USECUBEFILTER\n"
2755 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2756 " gl_FragData0.rgb *= cubecolor;\n"
2757 " gl_FragData1.rgb *= cubecolor;\n"
2760 "#endif // FRAGMENT_SHADER\n"
2761 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "#ifdef VERTEX_SHADER\n"
2769 "float4 gl_Vertex : POSITION,\n"
2770 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2771 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2772 "float4 gl_Color : COLOR0,\n"
2774 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2775 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2776 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2777 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2778 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2780 "uniform float3 EyePosition : register(c24),\n"
2781 "uniform float4x4 TexMatrix : register(c0),\n"
2782 "#ifdef USEVERTEXTEXTUREBLEND\n"
2783 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2785 "#ifdef MODE_LIGHTSOURCE\n"
2786 "uniform float4x4 ModelToLight : register(c20),\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float3 LightPosition : register(c27),\n"
2791 "#ifdef MODE_LIGHTDIRECTION\n"
2792 "uniform float3 LightDir : register(c26),\n"
2794 "uniform float4 FogPlane : register(c25),\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "uniform float3 LightPosition : register(c27),\n"
2798 "#ifdef USESHADOWMAPORTHO\n"
2799 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2801 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2802 "out float4 gl_FrontColor : COLOR,\n"
2804 "out float4 TexCoordBoth : TEXCOORD0,\n"
2805 "#ifdef USELIGHTMAP\n"
2806 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2808 "#ifdef USEEYEVECTOR\n"
2809 "out float3 EyeVector : TEXCOORD2,\n"
2811 "#ifdef USEREFLECTION\n"
2812 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2817 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2818 "out float3 LightVector : TEXCOORD1,\n"
2820 "#ifdef MODE_LIGHTSOURCE\n"
2821 "out float3 CubeVector : TEXCOORD3,\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2824 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2825 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2826 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2828 "#ifdef USESHADOWMAPORTHO\n"
2829 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2831 "out float4 gl_Position : POSITION\n"
2834 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2836 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2838 " gl_FrontColor = gl_Color; // Cg is forward\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2912 "float2 Pixel : VPOS,\n"
2914 "float2 Pixel : WPOS,\n"
2917 "float4 gl_FrontColor : COLOR,\n"
2918 "float4 TexCoordBoth : TEXCOORD0,\n"
2919 "#ifdef USELIGHTMAP\n"
2920 "float2 TexCoordLightmap : TEXCOORD1,\n"
2922 "#ifdef USEEYEVECTOR\n"
2923 "float3 EyeVector : TEXCOORD2,\n"
2925 "#ifdef USEREFLECTION\n"
2926 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2929 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2931 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2932 "float3 LightVector : TEXCOORD1,\n"
2934 "#ifdef MODE_LIGHTSOURCE\n"
2935 "float3 CubeVector : TEXCOORD3,\n"
2937 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2938 "float4 ModelViewPosition : TEXCOORD0,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2949 "uniform sampler Texture_Normal : register(s0),\n"
2950 "uniform sampler Texture_Color : register(s1),\n"
2951 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2952 "uniform sampler Texture_Gloss : register(s2),\n"
2955 "uniform sampler Texture_Glow : register(s3),\n"
2957 "#ifdef USEVERTEXTEXTUREBLEND\n"
2958 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2959 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2960 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2961 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2964 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2967 "#ifdef USECOLORMAPPING\n"
2968 "uniform sampler Texture_Pants : register(s4),\n"
2969 "uniform sampler Texture_Shirt : register(s7),\n"
2972 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2973 "uniform sampler Texture_FogMask : register(s8),\n"
2975 "#ifdef USELIGHTMAP\n"
2976 "uniform sampler Texture_Lightmap : register(s9),\n"
2978 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2979 "uniform sampler Texture_Deluxemap : register(s10),\n"
2981 "#ifdef USEREFLECTION\n"
2982 "uniform sampler Texture_Reflection : register(s7),\n"
2985 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2986 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2987 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2989 "#ifdef USEDEFERREDLIGHTMAP\n"
2990 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2991 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2992 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2993 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2996 "#ifdef USECOLORMAPPING\n"
2997 "uniform half3 Color_Pants : register(c7),\n"
2998 "uniform half3 Color_Shirt : register(c8),\n"
3001 "uniform float3 FogColor : register(c16),\n"
3002 "uniform float FogRangeRecip : register(c20),\n"
3003 "uniform float FogPlaneViewDist : register(c19),\n"
3004 "uniform float FogHeightFade : register(c17),\n"
3007 "#ifdef USEOFFSETMAPPING\n"
3008 "uniform float OffsetMapping_Scale : register(c24),\n"
3011 "#ifdef USEDEFERREDLIGHTMAP\n"
3012 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3013 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3014 "uniform half3 DeferredMod_Specular : register(c13),\n"
3016 "uniform half3 Color_Ambient : register(c3),\n"
3017 "uniform half3 Color_Diffuse : register(c4),\n"
3018 "uniform half3 Color_Specular : register(c5),\n"
3019 "uniform half SpecularPower : register(c36),\n"
3021 "uniform half3 Color_Glow : register(c6),\n"
3023 "uniform half Alpha : register(c0),\n"
3024 "#ifdef USEREFLECTION\n"
3025 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3026 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3027 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3028 "uniform half4 ReflectColor : register(c26),\n"
3030 "#ifdef USEREFLECTCUBE\n"
3031 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3032 "uniform sampler Texture_ReflectMask : register(s5),\n"
3033 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3035 "#ifdef MODE_LIGHTDIRECTION\n"
3036 "uniform half3 LightColor : register(c21),\n"
3038 "#ifdef MODE_LIGHTSOURCE\n"
3039 "uniform half3 LightColor : register(c21),\n"
3042 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3043 "uniform sampler Texture_Attenuation : register(s9),\n"
3044 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3047 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3053 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3061 "#if defined(USESHADOWMAP2D)\n"
3062 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3063 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3065 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3067 "out float4 gl_FragColor : COLOR\n"
3070 " float2 TexCoord = TexCoordBoth.xy;\n"
3071 "#ifdef USEVERTEXTEXTUREBLEND\n"
3072 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3074 "#ifdef USEOFFSETMAPPING\n"
3075 " // apply offsetmapping\n"
3076 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3077 "#define TexCoord TexCoordOffset\n"
3080 " // combine the diffuse textures (base, pants, shirt)\n"
3081 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3082 "#ifdef USEALPHAKILL\n"
3083 " if (color.a < 0.5)\n"
3086 " color.a *= Alpha;\n"
3087 "#ifdef USECOLORMAPPING\n"
3088 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3090 "#ifdef USEVERTEXTEXTUREBLEND\n"
3091 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3092 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3093 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3094 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3096 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3099 " // get the surface normal\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3103 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3106 " // get the material colors\n"
3107 " half3 diffusetex = color.rgb;\n"
3108 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3109 "# ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3112 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3116 "#ifdef USEREFLECTCUBE\n"
3117 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3118 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3119 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3120 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3126 "#ifdef MODE_LIGHTSOURCE\n"
3127 " // light source\n"
3128 "#ifdef USEDIFFUSE\n"
3129 " half3 lightnormal = half3(normalize(LightVector));\n"
3130 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3131 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3132 "#ifdef USESPECULAR\n"
3133 "#ifdef USEEXACTSPECULARMATH\n"
3134 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3136 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3137 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3139 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3142 " color.rgb = diffusetex * Color_Ambient;\n"
3144 " color.rgb *= LightColor;\n"
3145 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3146 "#if defined(USESHADOWMAP2D)\n"
3147 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3148 "#ifdef USESHADOWMAPVSDCT\n"
3149 ", Texture_CubeProjection\n"
3154 "# ifdef USECUBEFILTER\n"
3155 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3158 "#ifdef USESHADOWMAP2D\n"
3159 "#ifdef USESHADOWMAPVSDCT\n"
3160 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3162 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3164 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3165 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3166 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3167 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3168 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3169 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3170 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3171 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3172 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "// color.r = half(shadowmaptc.z);\n"
3174 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3175 "// color.r = half(shadowmaptc.z);\n"
3177 "// color.rgb = abs(CubeVector);\n"
3179 "// color.rgb = half3(1,1,1);\n"
3180 "#endif // MODE_LIGHTSOURCE\n"
3185 "#ifdef MODE_LIGHTDIRECTION\n"
3187 "#ifdef USEDIFFUSE\n"
3188 " half3 lightnormal = half3(normalize(LightVector));\n"
3190 "#define lightcolor LightColor\n"
3191 "#endif // MODE_LIGHTDIRECTION\n"
3192 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3194 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3195 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3196 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3197 " // convert modelspace light vector to tangentspace\n"
3198 " half3 lightnormal;\n"
3199 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3200 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3201 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3202 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3203 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3204 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3205 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3206 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3207 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3208 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3209 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3210 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3211 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3212 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3213 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3215 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3216 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3217 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3223 "#ifdef MODE_FAKELIGHT\n"
3225 "half3 lightnormal = half3(normalize(EyeVector));\n"
3226 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3227 "#endif // MODE_FAKELIGHT\n"
3232 "#ifdef MODE_LIGHTMAP\n"
3233 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3234 "#endif // MODE_LIGHTMAP\n"
3235 "#ifdef MODE_VERTEXCOLOR\n"
3236 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3237 "#endif // MODE_VERTEXCOLOR\n"
3238 "#ifdef MODE_FLATCOLOR\n"
3239 " color.rgb = diffusetex * Color_Ambient;\n"
3240 "#endif // MODE_FLATCOLOR\n"
3246 "# ifdef USEDIFFUSE\n"
3247 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3248 "# ifdef USESPECULAR\n"
3249 "# ifdef USEEXACTSPECULARMATH\n"
3250 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3252 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3253 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3255 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3257 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3260 " color.rgb = diffusetex * Color_Ambient;\n"
3264 "#ifdef USESHADOWMAPORTHO\n"
3265 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3268 "#ifdef USEDEFERREDLIGHTMAP\n"
3269 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3270 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3271 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3272 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3273 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3277 "#ifdef USEVERTEXTEXTUREBLEND\n"
3278 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3280 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3285 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3288 " // 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"
3289 "#ifdef USEREFLECTION\n"
3290 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3291 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3292 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3293 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3294 " // FIXME temporary hack to detect the case that the reflection\n"
3295 " // gets blackened at edges due to leaving the area that contains actual\n"
3297 " // Remove this 'ack once we have a better way to stop this thing from\n"
3299 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3301 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3302 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3303 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3304 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3307 " gl_FragColor = float4(color);\n"
3309 "#endif // FRAGMENT_SHADER\n"
3311 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3312 "#endif // !MODE_DEFERREDGEOMETRY\n"
3313 "#endif // !MODE_WATER\n"
3314 "#endif // !MODE_REFRACTION\n"
3315 "#endif // !MODE_BLOOMBLUR\n"
3316 "#endif // !MODE_GENERIC\n"
3317 "#endif // !MODE_POSTPROCESS\n"
3318 "#endif // !MODE_SHOWDEPTH\n"
3319 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3322 char *glslshaderstring = NULL;
3323 char *cgshaderstring = NULL;
3324 char *hlslshaderstring = NULL;
3326 //=======================================================================================================================================================
3328 typedef struct shaderpermutationinfo_s
3330 const char *pretext;
3333 shaderpermutationinfo_t;
3335 typedef struct shadermodeinfo_s
3337 const char *vertexfilename;
3338 const char *geometryfilename;
3339 const char *fragmentfilename;
3340 const char *pretext;
3345 typedef enum shaderpermutation_e
3347 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3348 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3349 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3350 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3351 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3352 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3353 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3354 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3355 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3356 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3357 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3358 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3359 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3360 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3361 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3362 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3363 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3364 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3365 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3366 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3367 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3368 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3369 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3370 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3371 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3372 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3373 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3374 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3375 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3377 shaderpermutation_t;
3379 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3380 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3382 {"#define USEDIFFUSE\n", " diffuse"},
3383 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3384 {"#define USEVIEWTINT\n", " viewtint"},
3385 {"#define USECOLORMAPPING\n", " colormapping"},
3386 {"#define USESATURATION\n", " saturation"},
3387 {"#define USEFOGINSIDE\n", " foginside"},
3388 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3389 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3390 {"#define USEGAMMARAMPS\n", " gammaramps"},
3391 {"#define USECUBEFILTER\n", " cubefilter"},
3392 {"#define USEGLOW\n", " glow"},
3393 {"#define USEBLOOM\n", " bloom"},
3394 {"#define USESPECULAR\n", " specular"},
3395 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3396 {"#define USEREFLECTION\n", " reflection"},
3397 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3398 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3399 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3400 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3401 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3402 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3403 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3404 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3405 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3406 {"#define USEALPHAKILL\n", " alphakill"},
3407 {"#define USEREFLECTCUBE\n", " reflectcube"},
3408 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3411 // this enum selects which of the glslshadermodeinfo entries should be used
3412 typedef enum shadermode_e
3414 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3415 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3416 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3417 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3418 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3419 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3420 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3421 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3422 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3423 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3424 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3425 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3426 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3427 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3428 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3429 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3434 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3435 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3439 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3472 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3473 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3478 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3494 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3495 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3499 struct r_glsl_permutation_s;
3500 typedef struct r_glsl_permutation_s
3502 /// hash lookup data
3503 struct r_glsl_permutation_s *hashnext;
3505 unsigned int permutation;
3507 /// indicates if we have tried compiling this permutation already
3509 /// 0 if compilation failed
3511 /// locations of detected uniforms in program object, or -1 if not found
3512 int loc_Texture_First;
3513 int loc_Texture_Second;
3514 int loc_Texture_GammaRamps;
3515 int loc_Texture_Normal;
3516 int loc_Texture_Color;
3517 int loc_Texture_Gloss;
3518 int loc_Texture_Glow;
3519 int loc_Texture_SecondaryNormal;
3520 int loc_Texture_SecondaryColor;
3521 int loc_Texture_SecondaryGloss;
3522 int loc_Texture_SecondaryGlow;
3523 int loc_Texture_Pants;
3524 int loc_Texture_Shirt;
3525 int loc_Texture_FogHeightTexture;
3526 int loc_Texture_FogMask;
3527 int loc_Texture_Lightmap;
3528 int loc_Texture_Deluxemap;
3529 int loc_Texture_Attenuation;
3530 int loc_Texture_Cube;
3531 int loc_Texture_Refraction;
3532 int loc_Texture_Reflection;
3533 int loc_Texture_ShadowMap2D;
3534 int loc_Texture_CubeProjection;
3535 int loc_Texture_ScreenDepth;
3536 int loc_Texture_ScreenNormalMap;
3537 int loc_Texture_ScreenDiffuse;
3538 int loc_Texture_ScreenSpecular;
3539 int loc_Texture_ReflectMask;
3540 int loc_Texture_ReflectCube;
3542 int loc_BloomBlur_Parameters;
3544 int loc_Color_Ambient;
3545 int loc_Color_Diffuse;
3546 int loc_Color_Specular;
3548 int loc_Color_Pants;
3549 int loc_Color_Shirt;
3550 int loc_DeferredColor_Ambient;
3551 int loc_DeferredColor_Diffuse;
3552 int loc_DeferredColor_Specular;
3553 int loc_DeferredMod_Diffuse;
3554 int loc_DeferredMod_Specular;
3555 int loc_DistortScaleRefractReflect;
3556 int loc_EyePosition;
3558 int loc_FogHeightFade;
3560 int loc_FogPlaneViewDist;
3561 int loc_FogRangeRecip;
3564 int loc_LightPosition;
3565 int loc_OffsetMapping_Scale;
3567 int loc_ReflectColor;
3568 int loc_ReflectFactor;
3569 int loc_ReflectOffset;
3570 int loc_RefractColor;
3572 int loc_ScreenCenterRefractReflect;
3573 int loc_ScreenScaleRefractReflect;
3574 int loc_ScreenToDepth;
3575 int loc_ShadowMap_Parameters;
3576 int loc_ShadowMap_TextureScale;
3577 int loc_SpecularPower;
3582 int loc_ViewTintColor;
3583 int loc_ViewToLight;
3584 int loc_ModelToLight;
3586 int loc_BackgroundTexMatrix;
3587 int loc_ModelViewProjectionMatrix;
3588 int loc_ModelViewMatrix;
3589 int loc_PixelToScreenTexCoord;
3590 int loc_ModelToReflectCube;
3591 int loc_ShadowMapMatrix;
3592 int loc_BloomColorSubtract;
3593 int loc_NormalmapScrollBlend;
3595 r_glsl_permutation_t;
3597 #define SHADERPERMUTATION_HASHSIZE 256
3600 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3601 // these can NOT degrade! only use for simple stuff
3604 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3605 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3608 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3609 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3611 #define SHADERSTATICPARMS_COUNT 6
3613 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3614 static int shaderstaticparms_count = 0;
3616 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3617 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3618 qboolean R_CompileShader_CheckStaticParms(void)
3620 static int r_compileshader_staticparms_save[1];
3621 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3622 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3625 if (r_glsl_saturation_redcompensate.integer)
3626 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3627 if (r_shadow_glossexact.integer)
3628 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3629 if (r_glsl_postprocess.integer)
3631 if (r_glsl_postprocess_uservec1_enable.integer)
3632 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3633 if (r_glsl_postprocess_uservec2_enable.integer)
3634 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3635 if (r_glsl_postprocess_uservec3_enable.integer)
3636 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3637 if (r_glsl_postprocess_uservec4_enable.integer)
3638 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3640 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3643 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3644 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3645 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3647 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3648 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3650 shaderstaticparms_count = 0;
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3657 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3658 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3661 /// information about each possible shader permutation
3662 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3663 /// currently selected permutation
3664 r_glsl_permutation_t *r_glsl_permutation;
3665 /// storage for permutations linked in the hash table
3666 memexpandablearray_t r_glsl_permutationarray;
3668 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3670 //unsigned int hashdepth = 0;
3671 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3672 r_glsl_permutation_t *p;
3673 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3675 if (p->mode == mode && p->permutation == permutation)
3677 //if (hashdepth > 10)
3678 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3683 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3685 p->permutation = permutation;
3686 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3687 r_glsl_permutationhash[mode][hashindex] = p;
3688 //if (hashdepth > 10)
3689 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3693 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3696 if (!filename || !filename[0])
3698 if (!strcmp(filename, "glsl/default.glsl"))
3700 if (!glslshaderstring)
3702 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3703 if (glslshaderstring)
3704 Con_DPrintf("Loading shaders from file %s...\n", filename);
3706 glslshaderstring = (char *)builtinshaderstring;
3708 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3709 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3710 return shaderstring;
3712 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3715 if (printfromdisknotice)
3716 Con_DPrintf("from disk %s... ", filename);
3717 return shaderstring;
3719 return shaderstring;
3722 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3725 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3726 char *vertexstring, *geometrystring, *fragmentstring;
3727 char permutationname[256];
3728 int vertstrings_count = 0;
3729 int geomstrings_count = 0;
3730 int fragstrings_count = 0;
3731 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3732 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3733 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3740 permutationname[0] = 0;
3741 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3742 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3743 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3745 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3747 // the first pretext is which type of shader to compile as
3748 // (later these will all be bound together as a program object)
3749 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3750 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3751 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3753 // the second pretext is the mode (for example a light source)
3754 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3755 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3756 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3757 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3759 // now add all the permutation pretexts
3760 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3762 if (permutation & (1<<i))
3764 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3765 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3766 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3767 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3771 // keep line numbers correct
3772 vertstrings_list[vertstrings_count++] = "\n";
3773 geomstrings_list[geomstrings_count++] = "\n";
3774 fragstrings_list[fragstrings_count++] = "\n";
3779 R_CompileShader_AddStaticParms(mode, permutation);
3780 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781 vertstrings_count += shaderstaticparms_count;
3782 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783 geomstrings_count += shaderstaticparms_count;
3784 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3785 fragstrings_count += shaderstaticparms_count;
3787 // now append the shader text itself
3788 vertstrings_list[vertstrings_count++] = vertexstring;
3789 geomstrings_list[geomstrings_count++] = geometrystring;
3790 fragstrings_list[fragstrings_count++] = fragmentstring;
3792 // if any sources were NULL, clear the respective list
3794 vertstrings_count = 0;
3795 if (!geometrystring)
3796 geomstrings_count = 0;
3797 if (!fragmentstring)
3798 fragstrings_count = 0;
3800 // compile the shader program
3801 if (vertstrings_count + geomstrings_count + fragstrings_count)
3802 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3806 qglUseProgramObjectARB(p->program);CHECKGLERROR
3807 // look up all the uniform variable names we care about, so we don't
3808 // have to look them up every time we set them
3810 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3811 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3812 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3813 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3814 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3815 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3816 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3817 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3818 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3819 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3820 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3821 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3822 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3823 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3824 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3825 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3826 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3827 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3828 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3829 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3830 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3831 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3832 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3833 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3834 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3835 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3836 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3837 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3838 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3839 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3840 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3841 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3842 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3843 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3844 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3845 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3846 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3847 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3848 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3849 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3850 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3851 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3852 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3853 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3854 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3855 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3856 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3857 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3858 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3859 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3860 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3861 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3862 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3863 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3864 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3865 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3866 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3867 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3868 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3869 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3870 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3871 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3872 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3873 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3874 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3875 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3876 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3877 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3878 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3879 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3880 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3881 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3882 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3883 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3884 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3885 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3886 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3887 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3888 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3889 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3890 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3891 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3892 // initialize the samplers to refer to the texture units we use
3893 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3894 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3895 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3896 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3897 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3898 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3899 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3900 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3901 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3902 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3903 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3904 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3905 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3906 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3907 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3908 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3909 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3910 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3911 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3912 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3913 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3914 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3915 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3916 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3917 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3918 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3919 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3920 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3921 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3923 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3926 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3930 Mem_Free(vertexstring);
3932 Mem_Free(geometrystring);
3934 Mem_Free(fragmentstring);
3937 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3939 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3940 if (r_glsl_permutation != perm)
3942 r_glsl_permutation = perm;
3943 if (!r_glsl_permutation->program)
3945 if (!r_glsl_permutation->compiled)
3946 R_GLSL_CompilePermutation(perm, mode, permutation);
3947 if (!r_glsl_permutation->program)
3949 // remove features until we find a valid permutation
3951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3953 // reduce i more quickly whenever it would not remove any bits
3954 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3955 if (!(permutation & j))
3958 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3959 if (!r_glsl_permutation->compiled)
3960 R_GLSL_CompilePermutation(perm, mode, permutation);
3961 if (r_glsl_permutation->program)
3964 if (i >= SHADERPERMUTATION_COUNT)
3966 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3967 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3968 qglUseProgramObjectARB(0);CHECKGLERROR
3969 return; // no bit left to clear, entire mode is broken
3974 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3976 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3977 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3978 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3982 #include <Cg/cgGL.h>
3983 struct r_cg_permutation_s;
3984 typedef struct r_cg_permutation_s
3986 /// hash lookup data
3987 struct r_cg_permutation_s *hashnext;
3989 unsigned int permutation;
3991 /// indicates if we have tried compiling this permutation already
3993 /// 0 if compilation failed
3996 /// locations of detected parameters in programs, or NULL if not found
3997 CGparameter vp_EyePosition;
3998 CGparameter vp_FogPlane;
3999 CGparameter vp_LightDir;
4000 CGparameter vp_LightPosition;
4001 CGparameter vp_ModelToLight;
4002 CGparameter vp_TexMatrix;
4003 CGparameter vp_BackgroundTexMatrix;
4004 CGparameter vp_ModelViewProjectionMatrix;
4005 CGparameter vp_ModelViewMatrix;
4006 CGparameter vp_ShadowMapMatrix;
4008 CGparameter fp_Texture_First;
4009 CGparameter fp_Texture_Second;
4010 CGparameter fp_Texture_GammaRamps;
4011 CGparameter fp_Texture_Normal;
4012 CGparameter fp_Texture_Color;
4013 CGparameter fp_Texture_Gloss;
4014 CGparameter fp_Texture_Glow;
4015 CGparameter fp_Texture_SecondaryNormal;
4016 CGparameter fp_Texture_SecondaryColor;
4017 CGparameter fp_Texture_SecondaryGloss;
4018 CGparameter fp_Texture_SecondaryGlow;
4019 CGparameter fp_Texture_Pants;
4020 CGparameter fp_Texture_Shirt;
4021 CGparameter fp_Texture_FogHeightTexture;
4022 CGparameter fp_Texture_FogMask;
4023 CGparameter fp_Texture_Lightmap;
4024 CGparameter fp_Texture_Deluxemap;
4025 CGparameter fp_Texture_Attenuation;
4026 CGparameter fp_Texture_Cube;
4027 CGparameter fp_Texture_Refraction;
4028 CGparameter fp_Texture_Reflection;
4029 CGparameter fp_Texture_ShadowMap2D;
4030 CGparameter fp_Texture_CubeProjection;
4031 CGparameter fp_Texture_ScreenDepth;
4032 CGparameter fp_Texture_ScreenNormalMap;
4033 CGparameter fp_Texture_ScreenDiffuse;
4034 CGparameter fp_Texture_ScreenSpecular;
4035 CGparameter fp_Texture_ReflectMask;
4036 CGparameter fp_Texture_ReflectCube;
4037 CGparameter fp_Alpha;
4038 CGparameter fp_BloomBlur_Parameters;
4039 CGparameter fp_ClientTime;
4040 CGparameter fp_Color_Ambient;
4041 CGparameter fp_Color_Diffuse;
4042 CGparameter fp_Color_Specular;
4043 CGparameter fp_Color_Glow;
4044 CGparameter fp_Color_Pants;
4045 CGparameter fp_Color_Shirt;
4046 CGparameter fp_DeferredColor_Ambient;
4047 CGparameter fp_DeferredColor_Diffuse;
4048 CGparameter fp_DeferredColor_Specular;
4049 CGparameter fp_DeferredMod_Diffuse;
4050 CGparameter fp_DeferredMod_Specular;
4051 CGparameter fp_DistortScaleRefractReflect;
4052 CGparameter fp_EyePosition;
4053 CGparameter fp_FogColor;
4054 CGparameter fp_FogHeightFade;
4055 CGparameter fp_FogPlane;
4056 CGparameter fp_FogPlaneViewDist;
4057 CGparameter fp_FogRangeRecip;
4058 CGparameter fp_LightColor;
4059 CGparameter fp_LightDir;
4060 CGparameter fp_LightPosition;
4061 CGparameter fp_OffsetMapping_Scale;
4062 CGparameter fp_PixelSize;
4063 CGparameter fp_ReflectColor;
4064 CGparameter fp_ReflectFactor;
4065 CGparameter fp_ReflectOffset;
4066 CGparameter fp_RefractColor;
4067 CGparameter fp_Saturation;
4068 CGparameter fp_ScreenCenterRefractReflect;
4069 CGparameter fp_ScreenScaleRefractReflect;
4070 CGparameter fp_ScreenToDepth;
4071 CGparameter fp_ShadowMap_Parameters;
4072 CGparameter fp_ShadowMap_TextureScale;
4073 CGparameter fp_SpecularPower;
4074 CGparameter fp_UserVec1;
4075 CGparameter fp_UserVec2;
4076 CGparameter fp_UserVec3;
4077 CGparameter fp_UserVec4;
4078 CGparameter fp_ViewTintColor;
4079 CGparameter fp_ViewToLight;
4080 CGparameter fp_PixelToScreenTexCoord;
4081 CGparameter fp_ModelToReflectCube;
4082 CGparameter fp_BloomColorSubtract;
4083 CGparameter fp_NormalmapScrollBlend;
4087 /// information about each possible shader permutation
4088 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4089 /// currently selected permutation
4090 r_cg_permutation_t *r_cg_permutation;
4091 /// storage for permutations linked in the hash table
4092 memexpandablearray_t r_cg_permutationarray;
4094 #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));}}
4096 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4098 //unsigned int hashdepth = 0;
4099 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4100 r_cg_permutation_t *p;
4101 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4103 if (p->mode == mode && p->permutation == permutation)
4105 //if (hashdepth > 10)
4106 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4111 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4113 p->permutation = permutation;
4114 p->hashnext = r_cg_permutationhash[mode][hashindex];
4115 r_cg_permutationhash[mode][hashindex] = p;
4116 //if (hashdepth > 10)
4117 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4121 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4124 if (!filename || !filename[0])
4126 if (!strcmp(filename, "cg/default.cg"))
4128 if (!cgshaderstring)
4130 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4132 Con_DPrintf("Loading shaders from file %s...\n", filename);
4134 cgshaderstring = (char *)builtincgshaderstring;
4136 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4137 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4138 return shaderstring;
4140 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4143 if (printfromdisknotice)
4144 Con_DPrintf("from disk %s... ", filename);
4145 return shaderstring;
4147 return shaderstring;
4150 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4152 // TODO: load or create .fp and .vp shader files
4155 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4158 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4159 int vertstring_length = 0;
4160 int geomstring_length = 0;
4161 int fragstring_length = 0;
4163 char *vertexstring, *geometrystring, *fragmentstring;
4164 char *vertstring, *geomstring, *fragstring;
4165 char permutationname[256];
4166 char cachename[256];
4167 CGprofile vertexProfile;
4168 CGprofile fragmentProfile;
4169 int vertstrings_count = 0;
4170 int geomstrings_count = 0;
4171 int fragstrings_count = 0;
4172 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4173 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4174 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4182 permutationname[0] = 0;
4184 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4185 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4186 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4188 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4189 strlcat(cachename, "cg/", sizeof(cachename));
4191 // the first pretext is which type of shader to compile as
4192 // (later these will all be bound together as a program object)
4193 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4194 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4195 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4197 // the second pretext is the mode (for example a light source)
4198 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4199 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4200 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4201 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4202 strlcat(cachename, modeinfo->name, sizeof(cachename));
4204 // now add all the permutation pretexts
4205 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4207 if (permutation & (1<<i))
4209 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4210 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4211 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4212 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4213 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4217 // keep line numbers correct
4218 vertstrings_list[vertstrings_count++] = "\n";
4219 geomstrings_list[geomstrings_count++] = "\n";
4220 fragstrings_list[fragstrings_count++] = "\n";
4225 R_CompileShader_AddStaticParms(mode, permutation);
4226 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227 vertstrings_count += shaderstaticparms_count;
4228 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229 geomstrings_count += shaderstaticparms_count;
4230 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4231 fragstrings_count += shaderstaticparms_count;
4233 // replace spaces in the cachename with _ characters
4234 for (i = 0;cachename[i];i++)
4235 if (cachename[i] == ' ')
4238 // now append the shader text itself
4239 vertstrings_list[vertstrings_count++] = vertexstring;
4240 geomstrings_list[geomstrings_count++] = geometrystring;
4241 fragstrings_list[fragstrings_count++] = fragmentstring;
4243 // if any sources were NULL, clear the respective list
4245 vertstrings_count = 0;
4246 if (!geometrystring)
4247 geomstrings_count = 0;
4248 if (!fragmentstring)
4249 fragstrings_count = 0;
4251 vertstring_length = 0;
4252 for (i = 0;i < vertstrings_count;i++)
4253 vertstring_length += strlen(vertstrings_list[i]);
4254 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4255 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4256 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4258 geomstring_length = 0;
4259 for (i = 0;i < geomstrings_count;i++)
4260 geomstring_length += strlen(geomstrings_list[i]);
4261 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4262 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4263 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4265 fragstring_length = 0;
4266 for (i = 0;i < fragstrings_count;i++)
4267 fragstring_length += strlen(fragstrings_list[i]);
4268 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4269 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4270 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4274 //vertexProfile = CG_PROFILE_ARBVP1;
4275 //fragmentProfile = CG_PROFILE_ARBFP1;
4276 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4277 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4278 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4279 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4280 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4283 // try to load the cached shader, or generate one
4284 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4286 // if caching failed, do a dynamic compile for now
4288 if (vertstring[0] && !p->vprogram)
4289 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4291 if (fragstring[0] && !p->fprogram)
4292 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4295 // look up all the uniform variable names we care about, so we don't
4296 // have to look them up every time we set them
4300 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4301 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4302 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4303 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4304 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4305 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4306 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4307 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4308 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4309 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4310 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4311 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4317 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4319 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4320 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4321 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4322 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4323 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4324 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4325 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4326 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4327 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4328 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4329 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4330 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4331 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4332 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4333 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4334 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4335 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4336 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4337 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4338 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4339 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4340 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4341 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4342 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4343 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4344 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4345 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4346 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4347 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4348 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4349 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4350 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4351 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4352 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4353 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4354 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4355 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4356 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4357 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4358 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4359 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4360 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4361 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4362 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4363 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4364 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4365 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4366 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4367 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4368 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4369 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4370 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4371 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4372 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4373 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4374 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4375 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4376 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4377 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4378 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4379 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4380 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4381 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4382 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4383 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4384 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4385 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4386 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4387 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4388 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4389 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4390 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4391 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4392 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4393 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4394 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4398 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4399 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4401 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4405 Mem_Free(vertstring);
4407 Mem_Free(geomstring);
4409 Mem_Free(fragstring);
4411 Mem_Free(vertexstring);
4413 Mem_Free(geometrystring);
4415 Mem_Free(fragmentstring);
4418 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4420 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4423 if (r_cg_permutation != perm)
4425 r_cg_permutation = perm;
4426 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4428 if (!r_cg_permutation->compiled)
4429 R_CG_CompilePermutation(perm, mode, permutation);
4430 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4432 // remove features until we find a valid permutation
4434 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4436 // reduce i more quickly whenever it would not remove any bits
4437 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4438 if (!(permutation & j))
4441 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4442 if (!r_cg_permutation->compiled)
4443 R_CG_CompilePermutation(perm, mode, permutation);
4444 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4447 if (i >= SHADERPERMUTATION_COUNT)
4449 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4450 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4451 return; // no bit left to clear, entire mode is broken
4457 if (r_cg_permutation->vprogram)
4459 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4460 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4461 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4465 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4468 if (r_cg_permutation->fprogram)
4470 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4471 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4472 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4476 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4477 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4481 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4482 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4483 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4486 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4488 cgGLSetTextureParameter(param, R_GetTexture(tex));
4489 cgGLEnableTextureParameter(param);
4497 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4498 extern D3DCAPS9 vid_d3d9caps;
4501 struct r_hlsl_permutation_s;
4502 typedef struct r_hlsl_permutation_s
4504 /// hash lookup data
4505 struct r_hlsl_permutation_s *hashnext;
4507 unsigned int permutation;
4509 /// indicates if we have tried compiling this permutation already
4511 /// NULL if compilation failed
4512 IDirect3DVertexShader9 *vertexshader;
4513 IDirect3DPixelShader9 *pixelshader;
4515 r_hlsl_permutation_t;
4517 typedef enum D3DVSREGISTER_e
4519 D3DVSREGISTER_TexMatrix = 0, // float4x4
4520 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4521 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4522 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4523 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4524 D3DVSREGISTER_ModelToLight = 20, // float4x4
4525 D3DVSREGISTER_EyePosition = 24,
4526 D3DVSREGISTER_FogPlane = 25,
4527 D3DVSREGISTER_LightDir = 26,
4528 D3DVSREGISTER_LightPosition = 27,
4532 typedef enum D3DPSREGISTER_e
4534 D3DPSREGISTER_Alpha = 0,
4535 D3DPSREGISTER_BloomBlur_Parameters = 1,
4536 D3DPSREGISTER_ClientTime = 2,
4537 D3DPSREGISTER_Color_Ambient = 3,
4538 D3DPSREGISTER_Color_Diffuse = 4,
4539 D3DPSREGISTER_Color_Specular = 5,
4540 D3DPSREGISTER_Color_Glow = 6,
4541 D3DPSREGISTER_Color_Pants = 7,
4542 D3DPSREGISTER_Color_Shirt = 8,
4543 D3DPSREGISTER_DeferredColor_Ambient = 9,
4544 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4545 D3DPSREGISTER_DeferredColor_Specular = 11,
4546 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4547 D3DPSREGISTER_DeferredMod_Specular = 13,
4548 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4549 D3DPSREGISTER_EyePosition = 15, // unused
4550 D3DPSREGISTER_FogColor = 16,
4551 D3DPSREGISTER_FogHeightFade = 17,
4552 D3DPSREGISTER_FogPlane = 18,
4553 D3DPSREGISTER_FogPlaneViewDist = 19,
4554 D3DPSREGISTER_FogRangeRecip = 20,
4555 D3DPSREGISTER_LightColor = 21,
4556 D3DPSREGISTER_LightDir = 22, // unused
4557 D3DPSREGISTER_LightPosition = 23,
4558 D3DPSREGISTER_OffsetMapping_Scale = 24,
4559 D3DPSREGISTER_PixelSize = 25,
4560 D3DPSREGISTER_ReflectColor = 26,
4561 D3DPSREGISTER_ReflectFactor = 27,
4562 D3DPSREGISTER_ReflectOffset = 28,
4563 D3DPSREGISTER_RefractColor = 29,
4564 D3DPSREGISTER_Saturation = 30,
4565 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4566 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4567 D3DPSREGISTER_ScreenToDepth = 33,
4568 D3DPSREGISTER_ShadowMap_Parameters = 34,
4569 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4570 D3DPSREGISTER_SpecularPower = 36,
4571 D3DPSREGISTER_UserVec1 = 37,
4572 D3DPSREGISTER_UserVec2 = 38,
4573 D3DPSREGISTER_UserVec3 = 39,
4574 D3DPSREGISTER_UserVec4 = 40,
4575 D3DPSREGISTER_ViewTintColor = 41,
4576 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4577 D3DPSREGISTER_BloomColorSubtract = 43,
4578 D3DPSREGISTER_ViewToLight = 44, // float4x4
4579 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4580 D3DPSREGISTER_NormalmapScrollBlend = 52,
4585 /// information about each possible shader permutation
4586 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4587 /// currently selected permutation
4588 r_hlsl_permutation_t *r_hlsl_permutation;
4589 /// storage for permutations linked in the hash table
4590 memexpandablearray_t r_hlsl_permutationarray;
4592 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4594 //unsigned int hashdepth = 0;
4595 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4596 r_hlsl_permutation_t *p;
4597 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4599 if (p->mode == mode && p->permutation == permutation)
4601 //if (hashdepth > 10)
4602 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4607 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4609 p->permutation = permutation;
4610 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4611 r_hlsl_permutationhash[mode][hashindex] = p;
4612 //if (hashdepth > 10)
4613 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4617 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4620 if (!filename || !filename[0])
4622 if (!strcmp(filename, "hlsl/default.hlsl"))
4624 if (!hlslshaderstring)
4626 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4627 if (hlslshaderstring)
4628 Con_DPrintf("Loading shaders from file %s...\n", filename);
4630 hlslshaderstring = (char *)builtincgshaderstring;
4632 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4633 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4634 return shaderstring;
4636 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4639 if (printfromdisknotice)
4640 Con_DPrintf("from disk %s... ", filename);
4641 return shaderstring;
4643 return shaderstring;
4647 //#include <d3dx9shader.h>
4648 //#include <d3dx9mesh.h>
4650 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4652 DWORD *vsbin = NULL;
4653 DWORD *psbin = NULL;
4654 fs_offset_t vsbinsize;
4655 fs_offset_t psbinsize;
4656 // IDirect3DVertexShader9 *vs = NULL;
4657 // IDirect3DPixelShader9 *ps = NULL;
4658 ID3DXBuffer *vslog = NULL;
4659 ID3DXBuffer *vsbuffer = NULL;
4660 ID3DXConstantTable *vsconstanttable = NULL;
4661 ID3DXBuffer *pslog = NULL;
4662 ID3DXBuffer *psbuffer = NULL;
4663 ID3DXConstantTable *psconstanttable = NULL;
4666 char temp[MAX_INPUTLINE];
4667 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4668 qboolean debugshader = gl_paranoid.integer != 0;
4669 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4670 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4673 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4674 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4676 if ((!vsbin && vertstring) || (!psbin && fragstring))
4678 const char* dllnames_d3dx9 [] =
4702 dllhandle_t d3dx9_dll = NULL;
4703 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4705 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4706 dllfunction_t d3dx9_dllfuncs[] =
4708 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4709 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4710 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4713 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4715 DWORD shaderflags = 0;
4717 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4718 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4719 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4720 if (vertstring && vertstring[0])
4724 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4725 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4726 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4727 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4730 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4733 vsbinsize = vsbuffer->GetBufferSize();
4734 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4735 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4736 vsbuffer->Release();
4740 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4741 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4745 if (fragstring && fragstring[0])
4749 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4750 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4751 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4752 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4755 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4758 psbinsize = psbuffer->GetBufferSize();
4759 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4760 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4761 psbuffer->Release();
4765 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4766 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4770 Sys_UnloadLibrary(&d3dx9_dll);
4773 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4777 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4778 if (FAILED(vsresult))
4779 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4780 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4781 if (FAILED(psresult))
4782 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4784 // free the shader data
4785 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4786 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4789 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4792 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4793 int vertstring_length = 0;
4794 int geomstring_length = 0;
4795 int fragstring_length = 0;
4797 char *vertexstring, *geometrystring, *fragmentstring;
4798 char *vertstring, *geomstring, *fragstring;
4799 char permutationname[256];
4800 char cachename[256];
4801 int vertstrings_count = 0;
4802 int geomstrings_count = 0;
4803 int fragstrings_count = 0;
4804 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4805 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4806 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4811 p->vertexshader = NULL;
4812 p->pixelshader = NULL;
4814 permutationname[0] = 0;
4816 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4817 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4818 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4820 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4821 strlcat(cachename, "hlsl/", sizeof(cachename));
4823 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4824 vertstrings_count = 0;
4825 geomstrings_count = 0;
4826 fragstrings_count = 0;
4827 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4828 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4829 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4831 // the first pretext is which type of shader to compile as
4832 // (later these will all be bound together as a program object)
4833 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4834 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4835 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4837 // the second pretext is the mode (for example a light source)
4838 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4839 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4840 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4841 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4842 strlcat(cachename, modeinfo->name, sizeof(cachename));
4844 // now add all the permutation pretexts
4845 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4847 if (permutation & (1<<i))
4849 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4850 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4851 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4852 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4853 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4857 // keep line numbers correct
4858 vertstrings_list[vertstrings_count++] = "\n";
4859 geomstrings_list[geomstrings_count++] = "\n";
4860 fragstrings_list[fragstrings_count++] = "\n";
4865 R_CompileShader_AddStaticParms(mode, permutation);
4866 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867 vertstrings_count += shaderstaticparms_count;
4868 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869 geomstrings_count += shaderstaticparms_count;
4870 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4871 fragstrings_count += shaderstaticparms_count;
4873 // replace spaces in the cachename with _ characters
4874 for (i = 0;cachename[i];i++)
4875 if (cachename[i] == ' ')
4878 // now append the shader text itself
4879 vertstrings_list[vertstrings_count++] = vertexstring;
4880 geomstrings_list[geomstrings_count++] = geometrystring;
4881 fragstrings_list[fragstrings_count++] = fragmentstring;
4883 // if any sources were NULL, clear the respective list
4885 vertstrings_count = 0;
4886 if (!geometrystring)
4887 geomstrings_count = 0;
4888 if (!fragmentstring)
4889 fragstrings_count = 0;
4891 vertstring_length = 0;
4892 for (i = 0;i < vertstrings_count;i++)
4893 vertstring_length += strlen(vertstrings_list[i]);
4894 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4895 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4896 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4898 geomstring_length = 0;
4899 for (i = 0;i < geomstrings_count;i++)
4900 geomstring_length += strlen(geomstrings_list[i]);
4901 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4902 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4903 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4905 fragstring_length = 0;
4906 for (i = 0;i < fragstrings_count;i++)
4907 fragstring_length += strlen(fragstrings_list[i]);
4908 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4909 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4910 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4912 // try to load the cached shader, or generate one
4913 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4915 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4916 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4918 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4922 Mem_Free(vertstring);
4924 Mem_Free(geomstring);
4926 Mem_Free(fragstring);
4928 Mem_Free(vertexstring);
4930 Mem_Free(geometrystring);
4932 Mem_Free(fragmentstring);
4935 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4936 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4937 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);}
4938 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);}
4939 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);}
4940 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);}
4942 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4943 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4944 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);}
4945 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);}
4946 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);}
4947 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);}
4949 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4951 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4952 if (r_hlsl_permutation != perm)
4954 r_hlsl_permutation = perm;
4955 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4957 if (!r_hlsl_permutation->compiled)
4958 R_HLSL_CompilePermutation(perm, mode, permutation);
4959 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4961 // remove features until we find a valid permutation
4963 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4965 // reduce i more quickly whenever it would not remove any bits
4966 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4967 if (!(permutation & j))
4970 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4971 if (!r_hlsl_permutation->compiled)
4972 R_HLSL_CompilePermutation(perm, mode, permutation);
4973 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4976 if (i >= SHADERPERMUTATION_COUNT)
4978 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4979 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4980 return; // no bit left to clear, entire mode is broken
4984 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4985 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4987 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4988 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4989 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4993 void R_GLSL_Restart_f(void)
4995 unsigned int i, limit;
4996 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4997 Mem_Free(glslshaderstring);
4998 glslshaderstring = NULL;
4999 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5000 Mem_Free(cgshaderstring);
5001 cgshaderstring = NULL;
5002 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5003 Mem_Free(hlslshaderstring);
5004 hlslshaderstring = NULL;
5005 switch(vid.renderpath)
5007 case RENDERPATH_D3D9:
5010 r_hlsl_permutation_t *p;
5011 r_hlsl_permutation = NULL;
5012 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5013 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5014 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5015 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5016 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5017 for (i = 0;i < limit;i++)
5019 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5021 if (p->vertexshader)
5022 IDirect3DVertexShader9_Release(p->vertexshader);
5024 IDirect3DPixelShader9_Release(p->pixelshader);
5025 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5028 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5032 case RENDERPATH_D3D10:
5033 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5035 case RENDERPATH_D3D11:
5036 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5038 case RENDERPATH_GL20:
5040 r_glsl_permutation_t *p;
5041 r_glsl_permutation = NULL;
5042 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5043 for (i = 0;i < limit;i++)
5045 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5047 GL_Backend_FreeProgram(p->program);
5048 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5051 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5054 case RENDERPATH_CGGL:
5057 r_cg_permutation_t *p;
5058 r_cg_permutation = NULL;
5059 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5060 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5061 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5062 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5063 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5064 for (i = 0;i < limit;i++)
5066 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5069 cgDestroyProgram(p->vprogram);
5071 cgDestroyProgram(p->fprogram);
5072 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5075 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5079 case RENDERPATH_GL13:
5080 case RENDERPATH_GL11:
5085 void R_GLSL_DumpShader_f(void)
5090 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5093 FS_Print(file, "/* The engine may define the following macros:\n");
5094 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5095 for (i = 0;i < SHADERMODE_COUNT;i++)
5096 FS_Print(file, glslshadermodeinfo[i].pretext);
5097 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5098 FS_Print(file, shaderpermutationinfo[i].pretext);
5099 FS_Print(file, "*/\n");
5100 FS_Print(file, builtinshaderstring);
5102 Con_Printf("glsl/default.glsl written\n");
5105 Con_Printf("failed to write to glsl/default.glsl\n");
5108 file = FS_OpenRealFile("cg/default.cg", "w", false);
5111 FS_Print(file, "/* The engine may define the following macros:\n");
5112 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5113 for (i = 0;i < SHADERMODE_COUNT;i++)
5114 FS_Print(file, cgshadermodeinfo[i].pretext);
5115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5116 FS_Print(file, shaderpermutationinfo[i].pretext);
5117 FS_Print(file, "*/\n");
5118 FS_Print(file, builtincgshaderstring);
5120 Con_Printf("cg/default.cg written\n");
5123 Con_Printf("failed to write to cg/default.cg\n");
5127 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5130 FS_Print(file, "/* The engine may define the following macros:\n");
5131 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5132 for (i = 0;i < SHADERMODE_COUNT;i++)
5133 FS_Print(file, hlslshadermodeinfo[i].pretext);
5134 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5135 FS_Print(file, shaderpermutationinfo[i].pretext);
5136 FS_Print(file, "*/\n");
5137 FS_Print(file, builtincgshaderstring);
5139 Con_Printf("hlsl/default.hlsl written\n");
5142 Con_Printf("failed to write to hlsl/default.hlsl\n");
5146 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5149 texturemode = GL_MODULATE;
5150 switch (vid.renderpath)
5152 case RENDERPATH_D3D9:
5154 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5155 R_Mesh_TexBind(GL20TU_FIRST , first );
5156 R_Mesh_TexBind(GL20TU_SECOND, second);
5159 case RENDERPATH_D3D10:
5160 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5162 case RENDERPATH_D3D11:
5163 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165 case RENDERPATH_GL20:
5166 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5167 R_Mesh_TexBind(GL20TU_FIRST , first );
5168 R_Mesh_TexBind(GL20TU_SECOND, second);
5170 case RENDERPATH_CGGL:
5173 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5174 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5178 case RENDERPATH_GL13:
5179 R_Mesh_TexBind(0, first );
5180 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5181 R_Mesh_TexBind(1, second);
5183 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5185 case RENDERPATH_GL11:
5186 R_Mesh_TexBind(0, first );
5191 void R_SetupShader_DepthOrShadow(void)
5193 switch (vid.renderpath)
5195 case RENDERPATH_D3D9:
5197 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5200 case RENDERPATH_D3D10:
5201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5203 case RENDERPATH_D3D11:
5204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5206 case RENDERPATH_GL20:
5207 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5209 case RENDERPATH_CGGL:
5211 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5214 case RENDERPATH_GL13:
5215 R_Mesh_TexBind(0, 0);
5216 R_Mesh_TexBind(1, 0);
5218 case RENDERPATH_GL11:
5219 R_Mesh_TexBind(0, 0);
5224 void R_SetupShader_ShowDepth(void)
5226 switch (vid.renderpath)
5228 case RENDERPATH_D3D9:
5230 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5233 case RENDERPATH_D3D10:
5234 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5236 case RENDERPATH_D3D11:
5237 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5239 case RENDERPATH_GL20:
5240 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5242 case RENDERPATH_CGGL:
5244 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5247 case RENDERPATH_GL13:
5249 case RENDERPATH_GL11:
5254 extern qboolean r_shadow_usingdeferredprepass;
5255 extern cvar_t r_shadow_deferred_8bitrange;
5256 extern rtexture_t *r_shadow_attenuationgradienttexture;
5257 extern rtexture_t *r_shadow_attenuation2dtexture;
5258 extern rtexture_t *r_shadow_attenuation3dtexture;
5259 extern qboolean r_shadow_usingshadowmap2d;
5260 extern qboolean r_shadow_usingshadowmaportho;
5261 extern float r_shadow_shadowmap_texturescale[2];
5262 extern float r_shadow_shadowmap_parameters[4];
5263 extern qboolean r_shadow_shadowmapvsdct;
5264 extern qboolean r_shadow_shadowmapsampler;
5265 extern int r_shadow_shadowmappcf;
5266 extern rtexture_t *r_shadow_shadowmap2dtexture;
5267 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5268 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5269 extern matrix4x4_t r_shadow_shadowmapmatrix;
5270 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5271 extern int r_shadow_prepass_width;
5272 extern int r_shadow_prepass_height;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5274 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5275 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5276 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5277 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5278 extern cvar_t gl_mesh_separatearrays;
5279 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5281 // a blendfunc allows colormod if:
5282 // a) it can never keep the destination pixel invariant, or
5283 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5284 // this is to prevent unintended side effects from colormod
5287 // IF there is a (s, sa) for which for all (d, da),
5288 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5289 // THEN, for this (s, sa) and all (colormod, d, da):
5290 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5291 // OBVIOUSLY, this means that
5292 // s*colormod * src(s*colormod, d, sa, da) = 0
5293 // dst(s*colormod, d, sa, da) = 1
5295 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5297 // main condition to leave dst color invariant:
5298 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5300 // s * 0 + d * dst(s, d, sa, da) == d
5301 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5302 // => colormod is a problem for GL_SRC_COLOR only
5304 // s + d * dst(s, d, sa, da) == d
5306 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5307 // => colormod is never problematic for these
5308 // src == GL_SRC_COLOR:
5309 // s*s + d * dst(s, d, sa, da) == d
5311 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5312 // => colormod is never problematic for these
5313 // src == GL_ONE_MINUS_SRC_COLOR:
5314 // s*(1-s) + d * dst(s, d, sa, da) == d
5315 // => s == 0 or s == 1
5316 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5317 // => colormod is a problem for GL_SRC_COLOR only
5318 // src == GL_DST_COLOR
5319 // s*d + d * dst(s, d, sa, da) == d
5321 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5322 // => colormod is always a problem
5325 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5326 // => colormod is never problematic for these
5327 // => BUT, we do not know s! We must assume it is problematic
5328 // then... except in GL_ONE case, where we know all invariant
5330 // src == GL_ONE_MINUS_DST_COLOR
5331 // s*(1-d) + d * dst(s, d, sa, da) == d
5332 // => s == 0 (1-d is impossible to handle for our desired result)
5333 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5334 // => colormod is never problematic for these
5335 // src == GL_SRC_ALPHA
5336 // s*sa + d * dst(s, d, sa, da) == d
5337 // => s == 0, or sa == 0
5338 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5339 // => colormod breaks in the case GL_SRC_COLOR only
5340 // src == GL_ONE_MINUS_SRC_ALPHA
5341 // s*(1-sa) + d * dst(s, d, sa, da) == d
5342 // => s == 0, or sa == 1
5343 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5344 // => colormod breaks in the case GL_SRC_COLOR only
5345 // src == GL_DST_ALPHA
5346 // s*da + d * dst(s, d, sa, da) == d
5348 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5349 // => colormod is never problematic for these
5354 case GL_ONE_MINUS_SRC_COLOR:
5356 case GL_ONE_MINUS_SRC_ALPHA:
5357 if(dst == GL_SRC_COLOR)
5362 case GL_ONE_MINUS_DST_COLOR:
5364 case GL_ONE_MINUS_DST_ALPHA:
5374 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)
5376 // select a permutation of the lighting shader appropriate to this
5377 // combination of texture, entity, light source, and fogging, only use the
5378 // minimum features necessary to avoid wasting rendering time in the
5379 // fragment shader on features that are not being used
5380 unsigned int permutation = 0;
5381 unsigned int mode = 0;
5382 qboolean allow_colormod;
5383 static float dummy_colormod[3] = {1, 1, 1};
5384 float *colormod = rsurface.colormod;
5386 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5387 if (rsurfacepass == RSURFPASS_BACKGROUND)
5389 // distorted background
5390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5392 mode = SHADERMODE_WATER;
5393 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5394 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5395 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
5397 // this is the right thing to do for wateralpha
5398 GL_BlendFunc(GL_ONE, GL_ZERO);
5399 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5403 // this is the right thing to do for entity alpha
5404 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5405 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5408 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5410 mode = SHADERMODE_REFRACTION;
5411 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5412 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5416 mode = SHADERMODE_GENERIC;
5417 permutation |= SHADERPERMUTATION_DIFFUSE;
5418 GL_BlendFunc(GL_ONE, GL_ZERO);
5419 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5421 GL_AlphaTest(false);
5423 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5425 if (r_glsl_offsetmapping.integer)
5427 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5428 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5429 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5430 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5431 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5433 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5434 if (r_glsl_offsetmapping_reliefmapping.integer)
5435 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5439 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5441 permutation |= SHADERPERMUTATION_ALPHAKILL;
5442 // normalmap (deferred prepass), may use alpha test on diffuse
5443 mode = SHADERMODE_DEFERREDGEOMETRY;
5444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5445 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5446 GL_AlphaTest(false);
5447 GL_BlendFunc(GL_ONE, GL_ZERO);
5448 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5450 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5452 if (r_glsl_offsetmapping.integer)
5454 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5455 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5456 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5457 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5458 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5460 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5461 if (r_glsl_offsetmapping_reliefmapping.integer)
5462 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5465 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5466 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5468 mode = SHADERMODE_LIGHTSOURCE;
5469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5470 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5471 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5472 permutation |= SHADERPERMUTATION_CUBEFILTER;
5473 if (diffusescale > 0)
5474 permutation |= SHADERPERMUTATION_DIFFUSE;
5475 if (specularscale > 0)
5476 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5477 if (r_refdef.fogenabled)
5478 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5479 if (rsurface.texture->colormapping)
5480 permutation |= SHADERPERMUTATION_COLORMAPPING;
5481 if (r_shadow_usingshadowmap2d)
5483 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5484 if(r_shadow_shadowmapvsdct)
5485 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5487 if (r_shadow_shadowmapsampler)
5488 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5489 if (r_shadow_shadowmappcf > 1)
5490 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5491 else if (r_shadow_shadowmappcf)
5492 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5494 if (rsurface.texture->reflectmasktexture)
5495 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5496 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5498 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5500 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5502 if (r_glsl_offsetmapping.integer)
5504 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5505 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5506 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5507 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5508 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5510 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5511 if (r_glsl_offsetmapping_reliefmapping.integer)
5512 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5516 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5517 // unshaded geometry (fullbright or ambient model lighting)
5518 mode = SHADERMODE_FLATCOLOR;
5519 ambientscale = diffusescale = specularscale = 0;
5520 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5521 permutation |= SHADERPERMUTATION_GLOW;
5522 if (r_refdef.fogenabled)
5523 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5524 if (rsurface.texture->colormapping)
5525 permutation |= SHADERPERMUTATION_COLORMAPPING;
5526 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5528 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5529 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5531 if (r_shadow_shadowmapsampler)
5532 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5533 if (r_shadow_shadowmappcf > 1)
5534 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5535 else if (r_shadow_shadowmappcf)
5536 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5538 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5539 permutation |= SHADERPERMUTATION_REFLECTION;
5540 if (rsurface.texture->reflectmasktexture)
5541 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5542 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5543 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5544 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5546 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5548 if (r_glsl_offsetmapping.integer)
5550 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5551 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5552 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5553 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5554 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5556 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5557 if (r_glsl_offsetmapping_reliefmapping.integer)
5558 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5562 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5563 // directional model lighting
5564 mode = SHADERMODE_LIGHTDIRECTION;
5565 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5566 permutation |= SHADERPERMUTATION_GLOW;
5567 permutation |= SHADERPERMUTATION_DIFFUSE;
5568 if (specularscale > 0)
5569 permutation |= SHADERPERMUTATION_SPECULAR;
5570 if (r_refdef.fogenabled)
5571 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5572 if (rsurface.texture->colormapping)
5573 permutation |= SHADERPERMUTATION_COLORMAPPING;
5574 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5576 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5577 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5579 if (r_shadow_shadowmapsampler)
5580 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5581 if (r_shadow_shadowmappcf > 1)
5582 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5583 else if (r_shadow_shadowmappcf)
5584 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5586 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5587 permutation |= SHADERPERMUTATION_REFLECTION;
5588 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5589 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5590 if (rsurface.texture->reflectmasktexture)
5591 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5592 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5593 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5594 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5596 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5598 if (r_glsl_offsetmapping.integer)
5600 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5601 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5602 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5603 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5604 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5606 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5607 if (r_glsl_offsetmapping_reliefmapping.integer)
5608 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5611 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5612 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5613 // ambient model lighting
5614 mode = SHADERMODE_LIGHTDIRECTION;
5615 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5616 permutation |= SHADERPERMUTATION_GLOW;
5617 if (r_refdef.fogenabled)
5618 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5619 if (rsurface.texture->colormapping)
5620 permutation |= SHADERPERMUTATION_COLORMAPPING;
5621 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5623 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5624 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5626 if (r_shadow_shadowmapsampler)
5627 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5628 if (r_shadow_shadowmappcf > 1)
5629 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5630 else if (r_shadow_shadowmappcf)
5631 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5634 permutation |= SHADERPERMUTATION_REFLECTION;
5635 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5636 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5637 if (rsurface.texture->reflectmasktexture)
5638 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5639 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5640 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5641 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5645 if (r_glsl_offsetmapping.integer)
5647 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5648 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5649 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5650 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5651 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5653 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5654 if (r_glsl_offsetmapping_reliefmapping.integer)
5655 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5658 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5659 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5661 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5662 permutation |= SHADERPERMUTATION_GLOW;
5663 if (r_refdef.fogenabled)
5664 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5665 if (rsurface.texture->colormapping)
5666 permutation |= SHADERPERMUTATION_COLORMAPPING;
5667 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5669 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5670 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5672 if (r_shadow_shadowmapsampler)
5673 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5674 if (r_shadow_shadowmappcf > 1)
5675 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5676 else if (r_shadow_shadowmappcf)
5677 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5679 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5680 permutation |= SHADERPERMUTATION_REFLECTION;
5681 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5682 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5683 if (rsurface.texture->reflectmasktexture)
5684 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5685 if (FAKELIGHT_ENABLED)
5687 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5688 mode = SHADERMODE_FAKELIGHT;
5689 permutation |= SHADERPERMUTATION_DIFFUSE;
5690 if (specularscale > 0)
5691 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5693 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5695 // deluxemapping (light direction texture)
5696 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5697 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5699 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5700 permutation |= SHADERPERMUTATION_DIFFUSE;
5701 if (specularscale > 0)
5702 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5704 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5706 // fake deluxemapping (uniform light direction in tangentspace)
5707 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5708 permutation |= SHADERPERMUTATION_DIFFUSE;
5709 if (specularscale > 0)
5710 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5712 else if (rsurface.uselightmaptexture)
5714 // ordinary lightmapping (q1bsp, q3bsp)
5715 mode = SHADERMODE_LIGHTMAP;
5719 // ordinary vertex coloring (q3bsp)
5720 mode = SHADERMODE_VERTEXCOLOR;
5722 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5723 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5724 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5727 colormod = dummy_colormod;
5728 switch(vid.renderpath)
5730 case RENDERPATH_D3D9:
5732 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);
5733 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5734 R_SetupShader_SetPermutationHLSL(mode, permutation);
5735 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5736 if (mode == SHADERMODE_LIGHTSOURCE)
5738 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5739 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5743 if (mode == SHADERMODE_LIGHTDIRECTION)
5745 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5748 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5749 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5750 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5751 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5752 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5754 if (mode == SHADERMODE_LIGHTSOURCE)
5756 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5757 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5758 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5759 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5760 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5762 // additive passes are only darkened by fog, not tinted
5763 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5764 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5768 if (mode == SHADERMODE_FLATCOLOR)
5770 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5772 else if (mode == SHADERMODE_LIGHTDIRECTION)
5774 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]);
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5776 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);
5777 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);
5778 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5779 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5780 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5784 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5785 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5786 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);
5787 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);
5788 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5790 // additive passes are only darkened by fog, not tinted
5791 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5792 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5794 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5795 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);
5796 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5797 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5798 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5799 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5800 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5801 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5802 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5803 if (mode == SHADERMODE_WATER)
5804 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5806 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5807 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5808 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5809 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));
5810 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5811 if (rsurface.texture->pantstexture)
5812 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5814 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5815 if (rsurface.texture->shirttexture)
5816 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5818 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5819 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5820 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5821 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5822 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5823 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5824 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5825 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5827 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5828 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5829 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5830 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5831 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5832 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5833 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5834 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5835 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5836 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5837 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5838 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5839 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5840 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5841 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5842 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5843 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5844 if (rsurfacepass == RSURFPASS_BACKGROUND)
5846 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5847 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5848 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5852 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5854 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5855 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5856 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5857 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5858 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5860 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5861 if (rsurface.rtlight)
5863 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5864 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5869 case RENDERPATH_D3D10:
5870 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5872 case RENDERPATH_D3D11:
5873 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5875 case RENDERPATH_GL20:
5876 if (gl_mesh_separatearrays.integer)
5878 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);
5879 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5880 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5881 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5882 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5883 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5884 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5885 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5889 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);
5890 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5892 R_SetupShader_SetPermutationGLSL(mode, permutation);
5893 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5894 if (mode == SHADERMODE_LIGHTSOURCE)
5896 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5897 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5898 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5899 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5900 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5901 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);
5903 // additive passes are only darkened by fog, not tinted
5904 if (r_glsl_permutation->loc_FogColor >= 0)
5905 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5906 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5910 if (mode == SHADERMODE_FLATCOLOR)
5912 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5914 else if (mode == SHADERMODE_LIGHTDIRECTION)
5916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5917 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]);
5918 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);
5919 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);
5920 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);
5921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5922 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]);
5926 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]);
5927 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]);
5928 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);
5929 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);
5930 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);
5932 // additive passes are only darkened by fog, not tinted
5933 if (r_glsl_permutation->loc_FogColor >= 0)
5935 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5936 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5938 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5940 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);
5941 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]);
5942 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]);
5943 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]);
5944 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]);
5945 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5946 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5947 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5948 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5950 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5951 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5952 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5953 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]);
5954 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]);
5956 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5957 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));
5958 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5959 if (r_glsl_permutation->loc_Color_Pants >= 0)
5961 if (rsurface.texture->pantstexture)
5962 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5964 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5966 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5968 if (rsurface.texture->shirttexture)
5969 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5971 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5973 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]);
5974 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5975 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5976 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5977 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5978 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]);
5979 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5981 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5982 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5983 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5984 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5985 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5986 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5987 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5988 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5989 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5990 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5991 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5992 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5993 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5994 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5995 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5996 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5997 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5998 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5999 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
6000 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6001 if (rsurfacepass == RSURFPASS_BACKGROUND)
6003 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
6004 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
6005 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6009 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6011 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6012 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6013 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6014 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6015 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6017 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6018 if (rsurface.rtlight)
6020 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6021 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6026 case RENDERPATH_CGGL:
6028 if (gl_mesh_separatearrays.integer)
6030 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);
6031 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6032 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6033 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6034 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6035 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6036 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6037 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6041 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);
6042 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6044 R_SetupShader_SetPermutationCG(mode, permutation);
6045 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6046 if (mode == SHADERMODE_LIGHTSOURCE)
6048 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6049 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6053 if (mode == SHADERMODE_LIGHTDIRECTION)
6055 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
6058 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6059 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6060 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6061 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6062 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
6065 if (mode == SHADERMODE_LIGHTSOURCE)
6067 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6068 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6069 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6070 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6071 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
6073 // additive passes are only darkened by fog, not tinted
6074 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6075 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6079 if (mode == SHADERMODE_FLATCOLOR)
6081 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6083 else if (mode == SHADERMODE_LIGHTDIRECTION)
6085 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
6086 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
6087 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
6088 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
6089 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
6090 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
6091 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
6095 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
6096 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
6097 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
6098 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
6099 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
6101 // additive passes are only darkened by fog, not tinted
6102 if (r_cg_permutation->fp_FogColor)
6104 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6105 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6107 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6110 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
6111 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
6112 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
6113 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(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
6114 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(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
6115 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6116 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6117 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6118 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6120 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
6121 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
6122 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6123 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
6124 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6125 if (r_cg_permutation->fp_Color_Pants)
6127 if (rsurface.texture->pantstexture)
6128 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6130 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6133 if (r_cg_permutation->fp_Color_Shirt)
6135 if (rsurface.texture->shirttexture)
6136 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6138 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6141 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
6142 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6143 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6144 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6145 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6146 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
6147 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6149 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6150 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6151 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6152 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6153 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6154 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6157 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6158 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6159 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6160 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6161 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6162 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6163 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
6164 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6165 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6166 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6167 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6168 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6169 if (rsurfacepass == RSURFPASS_BACKGROUND)
6171 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
6172 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
6173 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
6177 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
6179 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6180 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6181 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6182 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6183 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6185 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6186 if (rsurface.rtlight)
6188 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6189 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6196 case RENDERPATH_GL13:
6197 case RENDERPATH_GL11:
6202 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6204 // select a permutation of the lighting shader appropriate to this
6205 // combination of texture, entity, light source, and fogging, only use the
6206 // minimum features necessary to avoid wasting rendering time in the
6207 // fragment shader on features that are not being used
6208 unsigned int permutation = 0;
6209 unsigned int mode = 0;
6210 const float *lightcolorbase = rtlight->currentcolor;
6211 float ambientscale = rtlight->ambientscale;
6212 float diffusescale = rtlight->diffusescale;
6213 float specularscale = rtlight->specularscale;
6214 // this is the location of the light in view space
6215 vec3_t viewlightorigin;
6216 // this transforms from view space (camera) to light space (cubemap)
6217 matrix4x4_t viewtolight;
6218 matrix4x4_t lighttoview;
6219 float viewtolight16f[16];
6220 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6222 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6223 if (rtlight->currentcubemap != r_texture_whitecube)
6224 permutation |= SHADERPERMUTATION_CUBEFILTER;
6225 if (diffusescale > 0)
6226 permutation |= SHADERPERMUTATION_DIFFUSE;
6227 if (specularscale > 0)
6228 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6229 if (r_shadow_usingshadowmap2d)
6231 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6232 if (r_shadow_shadowmapvsdct)
6233 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6235 if (r_shadow_shadowmapsampler)
6236 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6237 if (r_shadow_shadowmappcf > 1)
6238 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6239 else if (r_shadow_shadowmappcf)
6240 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6242 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6243 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6244 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6245 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6246 switch(vid.renderpath)
6248 case RENDERPATH_D3D9:
6250 R_SetupShader_SetPermutationHLSL(mode, permutation);
6251 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6252 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6253 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6254 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6255 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6256 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6257 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6258 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6259 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6260 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6262 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6263 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6264 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6265 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6266 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6267 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6270 case RENDERPATH_D3D10:
6271 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6273 case RENDERPATH_D3D11:
6274 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6276 case RENDERPATH_GL20:
6277 R_SetupShader_SetPermutationGLSL(mode, permutation);
6278 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6279 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6280 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);
6281 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);
6282 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);
6283 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]);
6284 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]);
6285 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6286 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]);
6287 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6289 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6290 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6291 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6292 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6293 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6294 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6296 case RENDERPATH_CGGL:
6298 R_SetupShader_SetPermutationCG(mode, permutation);
6299 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6300 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6301 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
6302 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
6303 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
6304 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
6305 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
6306 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6307 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
6308 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6310 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6311 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6312 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6313 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6314 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6315 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6318 case RENDERPATH_GL13:
6319 case RENDERPATH_GL11:
6324 #define SKINFRAME_HASH 1024
6328 int loadsequence; // incremented each level change
6329 memexpandablearray_t array;
6330 skinframe_t *hash[SKINFRAME_HASH];
6333 r_skinframe_t r_skinframe;
6335 void R_SkinFrame_PrepareForPurge(void)
6337 r_skinframe.loadsequence++;
6338 // wrap it without hitting zero
6339 if (r_skinframe.loadsequence >= 200)
6340 r_skinframe.loadsequence = 1;
6343 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6347 // mark the skinframe as used for the purging code
6348 skinframe->loadsequence = r_skinframe.loadsequence;
6351 void R_SkinFrame_Purge(void)
6355 for (i = 0;i < SKINFRAME_HASH;i++)
6357 for (s = r_skinframe.hash[i];s;s = s->next)
6359 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6361 if (s->merged == s->base)
6363 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6364 R_PurgeTexture(s->stain );s->stain = NULL;
6365 R_PurgeTexture(s->merged);s->merged = NULL;
6366 R_PurgeTexture(s->base );s->base = NULL;
6367 R_PurgeTexture(s->pants );s->pants = NULL;
6368 R_PurgeTexture(s->shirt );s->shirt = NULL;
6369 R_PurgeTexture(s->nmap );s->nmap = NULL;
6370 R_PurgeTexture(s->gloss );s->gloss = NULL;
6371 R_PurgeTexture(s->glow );s->glow = NULL;
6372 R_PurgeTexture(s->fog );s->fog = NULL;
6373 R_PurgeTexture(s->reflect);s->reflect = NULL;
6374 s->loadsequence = 0;
6380 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6382 char basename[MAX_QPATH];
6384 Image_StripImageExtension(name, basename, sizeof(basename));
6386 if( last == NULL ) {
6388 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6389 item = r_skinframe.hash[hashindex];
6394 // linearly search through the hash bucket
6395 for( ; item ; item = item->next ) {
6396 if( !strcmp( item->basename, basename ) ) {
6403 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6407 char basename[MAX_QPATH];
6409 Image_StripImageExtension(name, basename, sizeof(basename));
6411 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6412 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6413 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6417 rtexture_t *dyntexture;
6418 // check whether its a dynamic texture
6419 dyntexture = CL_GetDynTexture( basename );
6420 if (!add && !dyntexture)
6422 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6423 memset(item, 0, sizeof(*item));
6424 strlcpy(item->basename, basename, sizeof(item->basename));
6425 item->base = dyntexture; // either NULL or dyntexture handle
6426 item->textureflags = textureflags;
6427 item->comparewidth = comparewidth;
6428 item->compareheight = compareheight;
6429 item->comparecrc = comparecrc;
6430 item->next = r_skinframe.hash[hashindex];
6431 r_skinframe.hash[hashindex] = item;
6433 else if( item->base == NULL )
6435 rtexture_t *dyntexture;
6436 // check whether its a dynamic texture
6437 // 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]
6438 dyntexture = CL_GetDynTexture( basename );
6439 item->base = dyntexture; // either NULL or dyntexture handle
6442 R_SkinFrame_MarkUsed(item);
6446 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6448 unsigned long long avgcolor[5], wsum; \
6456 for(pix = 0; pix < cnt; ++pix) \
6459 for(comp = 0; comp < 3; ++comp) \
6461 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6464 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6466 for(comp = 0; comp < 3; ++comp) \
6467 avgcolor[comp] += getpixel * w; \
6470 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6471 avgcolor[4] += getpixel; \
6473 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6475 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6476 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6477 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6478 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6481 extern cvar_t gl_picmip;
6482 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6485 unsigned char *pixels;
6486 unsigned char *bumppixels;
6487 unsigned char *basepixels = NULL;
6488 int basepixels_width = 0;
6489 int basepixels_height = 0;
6490 skinframe_t *skinframe;
6491 rtexture_t *ddsbase = NULL;
6492 qboolean ddshasalpha = false;
6493 float ddsavgcolor[4];
6494 char basename[MAX_QPATH];
6495 int miplevel = R_PicmipForFlags(textureflags);
6496 int savemiplevel = miplevel;
6499 if (cls.state == ca_dedicated)
6502 // return an existing skinframe if already loaded
6503 // if loading of the first image fails, don't make a new skinframe as it
6504 // would cause all future lookups of this to be missing
6505 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6506 if (skinframe && skinframe->base)
6509 Image_StripImageExtension(name, basename, sizeof(basename));
6511 // check for DDS texture file first
6512 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6514 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6515 if (basepixels == NULL)
6519 // FIXME handle miplevel
6521 if (developer_loading.integer)
6522 Con_Printf("loading skin \"%s\"\n", name);
6524 // we've got some pixels to store, so really allocate this new texture now
6526 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6527 skinframe->stain = NULL;
6528 skinframe->merged = NULL;
6529 skinframe->base = NULL;
6530 skinframe->pants = NULL;
6531 skinframe->shirt = NULL;
6532 skinframe->nmap = NULL;
6533 skinframe->gloss = NULL;
6534 skinframe->glow = NULL;
6535 skinframe->fog = NULL;
6536 skinframe->reflect = NULL;
6537 skinframe->hasalpha = false;
6541 skinframe->base = ddsbase;
6542 skinframe->hasalpha = ddshasalpha;
6543 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6544 if (r_loadfog && skinframe->hasalpha)
6545 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6546 //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]);
6550 basepixels_width = image_width;
6551 basepixels_height = image_height;
6552 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);
6553 if (textureflags & TEXF_ALPHA)
6555 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6557 if (basepixels[j] < 255)
6559 skinframe->hasalpha = true;
6563 if (r_loadfog && skinframe->hasalpha)
6565 // has transparent pixels
6566 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6567 for (j = 0;j < image_width * image_height * 4;j += 4)
6572 pixels[j+3] = basepixels[j+3];
6574 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);
6578 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6579 //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]);
6580 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6581 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6582 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6583 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6588 mymiplevel = savemiplevel;
6589 if (r_loadnormalmap)
6590 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);
6591 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6593 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6594 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6595 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6596 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6599 // _norm is the name used by tenebrae and has been adopted as standard
6600 if (r_loadnormalmap && skinframe->nmap == NULL)
6602 mymiplevel = savemiplevel;
6603 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6605 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);
6609 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6611 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6612 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6613 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);
6615 Mem_Free(bumppixels);
6617 else if (r_shadow_bumpscale_basetexture.value > 0)
6619 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6620 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6621 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);
6624 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6625 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6628 // _luma is supported only for tenebrae compatibility
6629 // _glow is the preferred name
6630 mymiplevel = savemiplevel;
6631 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))))
6633 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);
6634 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6635 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6636 Mem_Free(pixels);pixels = NULL;
6639 mymiplevel = savemiplevel;
6640 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6642 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);
6643 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6644 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6649 mymiplevel = savemiplevel;
6650 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6652 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);
6653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6654 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6659 mymiplevel = savemiplevel;
6660 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6662 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);
6663 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6664 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6669 mymiplevel = savemiplevel;
6670 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6672 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);
6673 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6674 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6680 Mem_Free(basepixels);
6685 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6686 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6689 unsigned char *temp1, *temp2;
6690 skinframe_t *skinframe;
6692 if (cls.state == ca_dedicated)
6695 // if already loaded just return it, otherwise make a new skinframe
6696 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6697 if (skinframe && skinframe->base)
6700 skinframe->stain = NULL;
6701 skinframe->merged = NULL;
6702 skinframe->base = NULL;
6703 skinframe->pants = NULL;
6704 skinframe->shirt = NULL;
6705 skinframe->nmap = NULL;
6706 skinframe->gloss = NULL;
6707 skinframe->glow = NULL;
6708 skinframe->fog = NULL;
6709 skinframe->reflect = NULL;
6710 skinframe->hasalpha = false;
6712 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6716 if (developer_loading.integer)
6717 Con_Printf("loading 32bit skin \"%s\"\n", name);
6719 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6721 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6722 temp2 = temp1 + width * height * 4;
6723 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6724 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);
6727 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6728 if (textureflags & TEXF_ALPHA)
6730 for (i = 3;i < width * height * 4;i += 4)
6732 if (skindata[i] < 255)
6734 skinframe->hasalpha = true;
6738 if (r_loadfog && skinframe->hasalpha)
6740 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6741 memcpy(fogpixels, skindata, width * height * 4);
6742 for (i = 0;i < width * height * 4;i += 4)
6743 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6745 Mem_Free(fogpixels);
6749 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6750 //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]);
6755 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6759 skinframe_t *skinframe;
6761 if (cls.state == ca_dedicated)
6764 // if already loaded just return it, otherwise make a new skinframe
6765 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6766 if (skinframe && skinframe->base)
6769 skinframe->stain = NULL;
6770 skinframe->merged = NULL;
6771 skinframe->base = NULL;
6772 skinframe->pants = NULL;
6773 skinframe->shirt = NULL;
6774 skinframe->nmap = NULL;
6775 skinframe->gloss = NULL;
6776 skinframe->glow = NULL;
6777 skinframe->fog = NULL;
6778 skinframe->reflect = NULL;
6779 skinframe->hasalpha = false;
6781 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6785 if (developer_loading.integer)
6786 Con_Printf("loading quake skin \"%s\"\n", name);
6788 // 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)
6789 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
6790 memcpy(skinframe->qpixels, skindata, width*height);
6791 skinframe->qwidth = width;
6792 skinframe->qheight = height;
6795 for (i = 0;i < width * height;i++)
6796 featuresmask |= palette_featureflags[skindata[i]];
6798 skinframe->hasalpha = false;
6799 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6800 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6801 skinframe->qgeneratemerged = true;
6802 skinframe->qgeneratebase = skinframe->qhascolormapping;
6803 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6805 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6806 //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]);
6811 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6815 unsigned char *skindata;
6817 if (!skinframe->qpixels)
6820 if (!skinframe->qhascolormapping)
6821 colormapped = false;
6825 if (!skinframe->qgeneratebase)
6830 if (!skinframe->qgeneratemerged)
6834 width = skinframe->qwidth;
6835 height = skinframe->qheight;
6836 skindata = skinframe->qpixels;
6838 if (skinframe->qgeneratenmap)
6840 unsigned char *temp1, *temp2;
6841 skinframe->qgeneratenmap = false;
6842 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6843 temp2 = temp1 + width * height * 4;
6844 // use either a custom palette or the quake palette
6845 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6846 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6847 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);
6851 if (skinframe->qgenerateglow)
6853 skinframe->qgenerateglow = false;
6854 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6859 skinframe->qgeneratebase = false;
6860 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);
6861 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6862 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6866 skinframe->qgeneratemerged = false;
6867 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);
6870 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6872 Mem_Free(skinframe->qpixels);
6873 skinframe->qpixels = NULL;
6877 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)
6880 skinframe_t *skinframe;
6882 if (cls.state == ca_dedicated)
6885 // if already loaded just return it, otherwise make a new skinframe
6886 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6887 if (skinframe && skinframe->base)
6890 skinframe->stain = NULL;
6891 skinframe->merged = NULL;
6892 skinframe->base = NULL;
6893 skinframe->pants = NULL;
6894 skinframe->shirt = NULL;
6895 skinframe->nmap = NULL;
6896 skinframe->gloss = NULL;
6897 skinframe->glow = NULL;
6898 skinframe->fog = NULL;
6899 skinframe->reflect = NULL;
6900 skinframe->hasalpha = false;
6902 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6906 if (developer_loading.integer)
6907 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6909 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6910 if (textureflags & TEXF_ALPHA)
6912 for (i = 0;i < width * height;i++)
6914 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6916 skinframe->hasalpha = true;
6920 if (r_loadfog && skinframe->hasalpha)
6921 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6924 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6925 //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]);
6930 skinframe_t *R_SkinFrame_LoadMissing(void)
6932 skinframe_t *skinframe;
6934 if (cls.state == ca_dedicated)
6937 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6938 skinframe->stain = NULL;
6939 skinframe->merged = NULL;
6940 skinframe->base = NULL;
6941 skinframe->pants = NULL;
6942 skinframe->shirt = NULL;
6943 skinframe->nmap = NULL;
6944 skinframe->gloss = NULL;
6945 skinframe->glow = NULL;
6946 skinframe->fog = NULL;
6947 skinframe->reflect = NULL;
6948 skinframe->hasalpha = false;
6950 skinframe->avgcolor[0] = rand() / RAND_MAX;
6951 skinframe->avgcolor[1] = rand() / RAND_MAX;
6952 skinframe->avgcolor[2] = rand() / RAND_MAX;
6953 skinframe->avgcolor[3] = 1;
6958 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6959 typedef struct suffixinfo_s
6962 qboolean flipx, flipy, flipdiagonal;
6965 static suffixinfo_t suffix[3][6] =
6968 {"px", false, false, false},
6969 {"nx", false, false, false},
6970 {"py", false, false, false},
6971 {"ny", false, false, false},
6972 {"pz", false, false, false},
6973 {"nz", false, false, false}
6976 {"posx", false, false, false},
6977 {"negx", false, false, false},
6978 {"posy", false, false, false},
6979 {"negy", false, false, false},
6980 {"posz", false, false, false},
6981 {"negz", false, false, false}
6984 {"rt", true, false, true},
6985 {"lf", false, true, true},
6986 {"ft", true, true, false},
6987 {"bk", false, false, false},
6988 {"up", true, false, true},
6989 {"dn", true, false, true}
6993 static int componentorder[4] = {0, 1, 2, 3};
6995 rtexture_t *R_LoadCubemap(const char *basename)
6997 int i, j, cubemapsize;
6998 unsigned char *cubemappixels, *image_buffer;
6999 rtexture_t *cubemaptexture;
7001 // must start 0 so the first loadimagepixels has no requested width/height
7003 cubemappixels = NULL;
7004 cubemaptexture = NULL;
7005 // keep trying different suffix groups (posx, px, rt) until one loads
7006 for (j = 0;j < 3 && !cubemappixels;j++)
7008 // load the 6 images in the suffix group
7009 for (i = 0;i < 6;i++)
7011 // generate an image name based on the base and and suffix
7012 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7014 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7016 // an image loaded, make sure width and height are equal
7017 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7019 // if this is the first image to load successfully, allocate the cubemap memory
7020 if (!cubemappixels && image_width >= 1)
7022 cubemapsize = image_width;
7023 // note this clears to black, so unavailable sides are black
7024 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7026 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7028 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);
7031 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7033 Mem_Free(image_buffer);
7037 // if a cubemap loaded, upload it
7040 if (developer_loading.integer)
7041 Con_Printf("loading cubemap \"%s\"\n", basename);
7043 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7044 Mem_Free(cubemappixels);
7048 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7049 if (developer_loading.integer)
7051 Con_Printf("(tried tried images ");
7052 for (j = 0;j < 3;j++)
7053 for (i = 0;i < 6;i++)
7054 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7055 Con_Print(" and was unable to find any of them).\n");
7058 return cubemaptexture;
7061 rtexture_t *R_GetCubemap(const char *basename)
7064 for (i = 0;i < r_texture_numcubemaps;i++)
7065 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7066 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7067 if (i >= MAX_CUBEMAPS)
7068 return r_texture_whitecube;
7069 r_texture_numcubemaps++;
7070 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7071 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7072 return r_texture_cubemaps[i].texture;
7075 void R_FreeCubemaps(void)
7078 for (i = 0;i < r_texture_numcubemaps;i++)
7080 if (developer_loading.integer)
7081 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7082 if (r_texture_cubemaps[i].texture)
7083 R_FreeTexture(r_texture_cubemaps[i].texture);
7085 r_texture_numcubemaps = 0;
7088 void R_Main_FreeViewCache(void)
7090 if (r_refdef.viewcache.entityvisible)
7091 Mem_Free(r_refdef.viewcache.entityvisible);
7092 if (r_refdef.viewcache.world_pvsbits)
7093 Mem_Free(r_refdef.viewcache.world_pvsbits);
7094 if (r_refdef.viewcache.world_leafvisible)
7095 Mem_Free(r_refdef.viewcache.world_leafvisible);
7096 if (r_refdef.viewcache.world_surfacevisible)
7097 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7098 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7101 void R_Main_ResizeViewCache(void)
7103 int numentities = r_refdef.scene.numentities;
7104 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7105 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7106 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7107 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7108 if (r_refdef.viewcache.maxentities < numentities)
7110 r_refdef.viewcache.maxentities = numentities;
7111 if (r_refdef.viewcache.entityvisible)
7112 Mem_Free(r_refdef.viewcache.entityvisible);
7113 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7115 if (r_refdef.viewcache.world_numclusters != numclusters)
7117 r_refdef.viewcache.world_numclusters = numclusters;
7118 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7119 if (r_refdef.viewcache.world_pvsbits)
7120 Mem_Free(r_refdef.viewcache.world_pvsbits);
7121 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7123 if (r_refdef.viewcache.world_numleafs != numleafs)
7125 r_refdef.viewcache.world_numleafs = numleafs;
7126 if (r_refdef.viewcache.world_leafvisible)
7127 Mem_Free(r_refdef.viewcache.world_leafvisible);
7128 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7130 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7132 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7133 if (r_refdef.viewcache.world_surfacevisible)
7134 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7135 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7139 extern rtexture_t *loadingscreentexture;
7140 void gl_main_start(void)
7142 loadingscreentexture = NULL;
7143 r_texture_blanknormalmap = NULL;
7144 r_texture_white = NULL;
7145 r_texture_grey128 = NULL;
7146 r_texture_black = NULL;
7147 r_texture_whitecube = NULL;
7148 r_texture_normalizationcube = NULL;
7149 r_texture_fogattenuation = NULL;
7150 r_texture_fogheighttexture = NULL;
7151 r_texture_gammaramps = NULL;
7152 r_texture_numcubemaps = 0;
7154 r_loaddds = r_texture_dds_load.integer;
7155 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7157 switch(vid.renderpath)
7159 case RENDERPATH_GL20:
7160 case RENDERPATH_CGGL:
7161 case RENDERPATH_D3D9:
7162 case RENDERPATH_D3D10:
7163 case RENDERPATH_D3D11:
7164 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7165 Cvar_SetValueQuick(&gl_combine, 1);
7166 Cvar_SetValueQuick(&r_glsl, 1);
7167 r_loadnormalmap = true;
7171 case RENDERPATH_GL13:
7172 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7173 Cvar_SetValueQuick(&gl_combine, 1);
7174 Cvar_SetValueQuick(&r_glsl, 0);
7175 r_loadnormalmap = false;
7176 r_loadgloss = false;
7179 case RENDERPATH_GL11:
7180 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7181 Cvar_SetValueQuick(&gl_combine, 0);
7182 Cvar_SetValueQuick(&r_glsl, 0);
7183 r_loadnormalmap = false;
7184 r_loadgloss = false;
7190 R_FrameData_Reset();
7194 memset(r_queries, 0, sizeof(r_queries));
7196 r_qwskincache = NULL;
7197 r_qwskincache_size = 0;
7199 // set up r_skinframe loading system for textures
7200 memset(&r_skinframe, 0, sizeof(r_skinframe));
7201 r_skinframe.loadsequence = 1;
7202 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7204 r_main_texturepool = R_AllocTexturePool();
7205 R_BuildBlankTextures();
7207 if (vid.support.arb_texture_cube_map)
7210 R_BuildNormalizationCube();
7212 r_texture_fogattenuation = NULL;
7213 r_texture_fogheighttexture = NULL;
7214 r_texture_gammaramps = NULL;
7215 //r_texture_fogintensity = NULL;
7216 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7217 memset(&r_waterstate, 0, sizeof(r_waterstate));
7218 r_glsl_permutation = NULL;
7219 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7220 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7221 glslshaderstring = NULL;
7223 r_cg_permutation = NULL;
7224 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7225 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7226 cgshaderstring = NULL;
7229 r_hlsl_permutation = NULL;
7230 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7231 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7232 hlslshaderstring = NULL;
7234 memset(&r_svbsp, 0, sizeof (r_svbsp));
7236 r_refdef.fogmasktable_density = 0;
7239 void gl_main_shutdown(void)
7242 R_FrameData_Reset();
7244 R_Main_FreeViewCache();
7246 switch(vid.renderpath)
7248 case RENDERPATH_GL11:
7249 case RENDERPATH_GL13:
7250 case RENDERPATH_GL20:
7251 case RENDERPATH_CGGL:
7253 qglDeleteQueriesARB(r_maxqueries, r_queries);
7255 case RENDERPATH_D3D9:
7256 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7258 case RENDERPATH_D3D10:
7259 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7261 case RENDERPATH_D3D11:
7262 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7268 memset(r_queries, 0, sizeof(r_queries));
7270 r_qwskincache = NULL;
7271 r_qwskincache_size = 0;
7273 // clear out the r_skinframe state
7274 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7275 memset(&r_skinframe, 0, sizeof(r_skinframe));
7278 Mem_Free(r_svbsp.nodes);
7279 memset(&r_svbsp, 0, sizeof (r_svbsp));
7280 R_FreeTexturePool(&r_main_texturepool);
7281 loadingscreentexture = NULL;
7282 r_texture_blanknormalmap = NULL;
7283 r_texture_white = NULL;
7284 r_texture_grey128 = NULL;
7285 r_texture_black = NULL;
7286 r_texture_whitecube = NULL;
7287 r_texture_normalizationcube = NULL;
7288 r_texture_fogattenuation = NULL;
7289 r_texture_fogheighttexture = NULL;
7290 r_texture_gammaramps = NULL;
7291 r_texture_numcubemaps = 0;
7292 //r_texture_fogintensity = NULL;
7293 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7294 memset(&r_waterstate, 0, sizeof(r_waterstate));
7297 r_glsl_permutation = NULL;
7298 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7299 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
7300 glslshaderstring = NULL;
7302 r_cg_permutation = NULL;
7303 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7304 Mem_ExpandableArray_FreeArray(&r_cg_permutationarray);
7305 cgshaderstring = NULL;
7308 r_hlsl_permutation = NULL;
7309 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7310 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
7311 hlslshaderstring = NULL;
7315 extern void CL_ParseEntityLump(char *entitystring);
7316 void gl_main_newmap(void)
7318 // FIXME: move this code to client
7319 char *entities, entname[MAX_QPATH];
7321 Mem_Free(r_qwskincache);
7322 r_qwskincache = NULL;
7323 r_qwskincache_size = 0;
7326 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7327 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7329 CL_ParseEntityLump(entities);
7333 if (cl.worldmodel->brush.entities)
7334 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7336 R_Main_FreeViewCache();
7338 R_FrameData_Reset();
7341 void GL_Main_Init(void)
7343 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7345 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7346 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7347 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7348 if (gamemode == GAME_NEHAHRA)
7350 Cvar_RegisterVariable (&gl_fogenable);
7351 Cvar_RegisterVariable (&gl_fogdensity);
7352 Cvar_RegisterVariable (&gl_fogred);
7353 Cvar_RegisterVariable (&gl_foggreen);
7354 Cvar_RegisterVariable (&gl_fogblue);
7355 Cvar_RegisterVariable (&gl_fogstart);
7356 Cvar_RegisterVariable (&gl_fogend);
7357 Cvar_RegisterVariable (&gl_skyclip);
7359 Cvar_RegisterVariable(&r_motionblur);
7360 Cvar_RegisterVariable(&r_motionblur_maxblur);
7361 Cvar_RegisterVariable(&r_motionblur_bmin);
7362 Cvar_RegisterVariable(&r_motionblur_vmin);
7363 Cvar_RegisterVariable(&r_motionblur_vmax);
7364 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7365 Cvar_RegisterVariable(&r_motionblur_randomize);
7366 Cvar_RegisterVariable(&r_damageblur);
7367 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7368 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7369 Cvar_RegisterVariable(&r_equalize_entities_by);
7370 Cvar_RegisterVariable(&r_equalize_entities_to);
7371 Cvar_RegisterVariable(&r_depthfirst);
7372 Cvar_RegisterVariable(&r_useinfinitefarclip);
7373 Cvar_RegisterVariable(&r_farclip_base);
7374 Cvar_RegisterVariable(&r_farclip_world);
7375 Cvar_RegisterVariable(&r_nearclip);
7376 Cvar_RegisterVariable(&r_showbboxes);
7377 Cvar_RegisterVariable(&r_showsurfaces);
7378 Cvar_RegisterVariable(&r_showtris);
7379 Cvar_RegisterVariable(&r_shownormals);
7380 Cvar_RegisterVariable(&r_showlighting);
7381 Cvar_RegisterVariable(&r_showshadowvolumes);
7382 Cvar_RegisterVariable(&r_showcollisionbrushes);
7383 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7384 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7385 Cvar_RegisterVariable(&r_showdisabledepthtest);
7386 Cvar_RegisterVariable(&r_drawportals);
7387 Cvar_RegisterVariable(&r_drawentities);
7388 Cvar_RegisterVariable(&r_draw2d);
7389 Cvar_RegisterVariable(&r_drawworld);
7390 Cvar_RegisterVariable(&r_cullentities_trace);
7391 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7392 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7393 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7394 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7395 Cvar_RegisterVariable(&r_drawviewmodel);
7396 Cvar_RegisterVariable(&r_drawexteriormodel);
7397 Cvar_RegisterVariable(&r_speeds);
7398 Cvar_RegisterVariable(&r_fullbrights);
7399 Cvar_RegisterVariable(&r_wateralpha);
7400 Cvar_RegisterVariable(&r_dynamic);
7401 Cvar_RegisterVariable(&r_fakelight);
7402 Cvar_RegisterVariable(&r_fakelight_intensity);
7403 Cvar_RegisterVariable(&r_fullbright);
7404 Cvar_RegisterVariable(&r_shadows);
7405 Cvar_RegisterVariable(&r_shadows_darken);
7406 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7407 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7408 Cvar_RegisterVariable(&r_shadows_throwdistance);
7409 Cvar_RegisterVariable(&r_shadows_throwdirection);
7410 Cvar_RegisterVariable(&r_shadows_focus);
7411 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7412 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7413 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7414 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7415 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7416 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7417 Cvar_RegisterVariable(&r_fog_exp2);
7418 Cvar_RegisterVariable(&r_drawfog);
7419 Cvar_RegisterVariable(&r_transparentdepthmasking);
7420 Cvar_RegisterVariable(&r_texture_dds_load);
7421 Cvar_RegisterVariable(&r_texture_dds_save);
7422 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7423 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7424 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7425 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7426 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7427 Cvar_RegisterVariable(&r_textureunits);
7428 Cvar_RegisterVariable(&gl_combine);
7429 Cvar_RegisterVariable(&r_glsl);
7430 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7431 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7432 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7433 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7434 Cvar_RegisterVariable(&r_glsl_postprocess);
7435 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7436 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7437 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7438 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7439 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7440 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7441 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7442 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7444 Cvar_RegisterVariable(&r_water);
7445 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7446 Cvar_RegisterVariable(&r_water_clippingplanebias);
7447 Cvar_RegisterVariable(&r_water_refractdistort);
7448 Cvar_RegisterVariable(&r_water_reflectdistort);
7449 Cvar_RegisterVariable(&r_water_scissormode);
7450 Cvar_RegisterVariable(&r_lerpsprites);
7451 Cvar_RegisterVariable(&r_lerpmodels);
7452 Cvar_RegisterVariable(&r_lerplightstyles);
7453 Cvar_RegisterVariable(&r_waterscroll);
7454 Cvar_RegisterVariable(&r_bloom);
7455 Cvar_RegisterVariable(&r_bloom_colorscale);
7456 Cvar_RegisterVariable(&r_bloom_brighten);
7457 Cvar_RegisterVariable(&r_bloom_blur);
7458 Cvar_RegisterVariable(&r_bloom_resolution);
7459 Cvar_RegisterVariable(&r_bloom_colorexponent);
7460 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7461 Cvar_RegisterVariable(&r_hdr);
7462 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7463 Cvar_RegisterVariable(&r_hdr_glowintensity);
7464 Cvar_RegisterVariable(&r_hdr_range);
7465 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7466 Cvar_RegisterVariable(&developer_texturelogging);
7467 Cvar_RegisterVariable(&gl_lightmaps);
7468 Cvar_RegisterVariable(&r_test);
7469 Cvar_RegisterVariable(&r_glsl_saturation);
7470 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7471 Cvar_RegisterVariable(&r_framedatasize);
7472 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7473 Cvar_SetValue("r_fullbrights", 0);
7474 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7476 Cvar_RegisterVariable(&r_track_sprites);
7477 Cvar_RegisterVariable(&r_track_sprites_flags);
7478 Cvar_RegisterVariable(&r_track_sprites_scalew);
7479 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7480 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7481 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7482 Cvar_RegisterVariable(&r_overheadsprites_scalex);
7483 Cvar_RegisterVariable(&r_overheadsprites_scaley);
7486 extern void R_Textures_Init(void);
7487 extern void GL_Draw_Init(void);
7488 extern void GL_Main_Init(void);
7489 extern void R_Shadow_Init(void);
7490 extern void R_Sky_Init(void);
7491 extern void GL_Surf_Init(void);
7492 extern void R_Particles_Init(void);
7493 extern void R_Explosion_Init(void);
7494 extern void gl_backend_init(void);
7495 extern void Sbar_Init(void);
7496 extern void R_LightningBeams_Init(void);
7497 extern void Mod_RenderInit(void);
7498 extern void Font_Init(void);
7500 void Render_Init(void)
7513 R_LightningBeams_Init();
7522 extern char *ENGINE_EXTENSIONS;
7525 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7526 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7527 gl_version = (const char *)qglGetString(GL_VERSION);
7528 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7532 if (!gl_platformextensions)
7533 gl_platformextensions = "";
7535 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7536 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7537 Con_Printf("GL_VERSION: %s\n", gl_version);
7538 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7539 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7541 VID_CheckExtensions();
7543 // LordHavoc: report supported extensions
7544 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7546 // clear to black (loading plaque will be seen over this)
7547 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7550 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7554 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7556 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7559 p = r_refdef.view.frustum + i;
7564 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7568 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7572 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7576 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7580 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7584 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7588 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7592 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7600 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7604 for (i = 0;i < numplanes;i++)
7611 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7615 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7619 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7623 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7627 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7631 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7635 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7639 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7647 //==================================================================================
7649 // LordHavoc: this stores temporary data used within the same frame
7651 qboolean r_framedata_failed;
7652 static size_t r_framedata_size;
7653 static size_t r_framedata_current;
7654 static void *r_framedata_base;
7656 void R_FrameData_Reset(void)
7658 if (r_framedata_base)
7659 Mem_Free(r_framedata_base);
7660 r_framedata_base = NULL;
7661 r_framedata_size = 0;
7662 r_framedata_current = 0;
7663 r_framedata_failed = false;
7666 void R_FrameData_NewFrame(void)
7669 if (r_framedata_failed)
7670 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7671 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7672 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7673 if (r_framedata_size != wantedsize)
7675 r_framedata_size = wantedsize;
7676 if (r_framedata_base)
7677 Mem_Free(r_framedata_base);
7678 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7680 r_framedata_current = 0;
7681 r_framedata_failed = false;
7684 void *R_FrameData_Alloc(size_t size)
7688 // align to 16 byte boundary
7689 size = (size + 15) & ~15;
7690 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7691 r_framedata_current += size;
7694 if (r_framedata_current > r_framedata_size)
7695 r_framedata_failed = true;
7697 // return NULL on everything after a failure
7698 if (r_framedata_failed)
7704 void *R_FrameData_Store(size_t size, void *data)
7706 void *d = R_FrameData_Alloc(size);
7708 memcpy(d, data, size);
7712 //==================================================================================
7714 // LordHavoc: animcache originally written by Echon, rewritten since then
7717 * Animation cache prevents re-generating mesh data for an animated model
7718 * multiple times in one frame for lighting, shadowing, reflections, etc.
7721 void R_AnimCache_Free(void)
7725 void R_AnimCache_ClearCache(void)
7728 entity_render_t *ent;
7730 for (i = 0;i < r_refdef.scene.numentities;i++)
7732 ent = r_refdef.scene.entities[i];
7733 ent->animcache_vertex3f = NULL;
7734 ent->animcache_normal3f = NULL;
7735 ent->animcache_svector3f = NULL;
7736 ent->animcache_tvector3f = NULL;
7737 ent->animcache_vertexposition = NULL;
7738 ent->animcache_vertexmesh = NULL;
7739 ent->animcache_vertexpositionbuffer = NULL;
7740 ent->animcache_vertexmeshbuffer = NULL;
7744 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7748 // identical memory layout, so no need to allocate...
7749 // this also provides the vertexposition structure to everything, e.g.
7750 // depth masked rendering currently uses it even if having separate
7752 // NOTE: get rid of this optimization if changing it to e.g. 4f
7753 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7756 // get rid of following uses of VERTEXPOSITION, change to the array:
7757 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7758 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7759 // R_DrawTextureSurfaceList_DepthOnly
7760 // R_Q1BSP_DrawShadowMap
7762 switch(vid.renderpath)
7764 case RENDERPATH_GL20:
7765 case RENDERPATH_CGGL:
7766 // need the meshbuffers if !gl_mesh_separatearrays.integer
7767 if (gl_mesh_separatearrays.integer)
7770 case RENDERPATH_D3D9:
7771 case RENDERPATH_D3D10:
7772 case RENDERPATH_D3D11:
7773 // always need the meshbuffers
7775 case RENDERPATH_GL13:
7776 case RENDERPATH_GL11:
7777 // never need the meshbuffers
7781 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7782 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7784 if (!ent->animcache_vertexposition)
7785 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7787 if (ent->animcache_vertexposition)
7790 for (i = 0;i < numvertices;i++)
7791 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7793 // TODO: upload vertex buffer?
7795 if (ent->animcache_vertexmesh)
7797 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7798 for (i = 0;i < numvertices;i++)
7799 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7800 if (ent->animcache_svector3f)
7801 for (i = 0;i < numvertices;i++)
7802 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7803 if (ent->animcache_tvector3f)
7804 for (i = 0;i < numvertices;i++)
7805 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7806 if (ent->animcache_normal3f)
7807 for (i = 0;i < numvertices;i++)
7808 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7809 // TODO: upload vertex buffer?
7813 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7815 dp_model_t *model = ent->model;
7817 // see if it's already cached this frame
7818 if (ent->animcache_vertex3f)
7820 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7821 if (wantnormals || wanttangents)
7823 if (ent->animcache_normal3f)
7824 wantnormals = false;
7825 if (ent->animcache_svector3f)
7826 wanttangents = false;
7827 if (wantnormals || wanttangents)
7829 numvertices = model->surfmesh.num_vertices;
7831 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7834 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7835 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7837 if (!r_framedata_failed)
7839 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7840 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7847 // see if this ent is worth caching
7848 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7850 // get some memory for this entity and generate mesh data
7851 numvertices = model->surfmesh.num_vertices;
7852 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7854 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7857 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7858 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7860 if (!r_framedata_failed)
7862 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7863 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7866 return !r_framedata_failed;
7869 void R_AnimCache_CacheVisibleEntities(void)
7872 qboolean wantnormals = true;
7873 qboolean wanttangents = !r_showsurfaces.integer;
7875 switch(vid.renderpath)
7877 case RENDERPATH_GL20:
7878 case RENDERPATH_CGGL:
7879 case RENDERPATH_D3D9:
7880 case RENDERPATH_D3D10:
7881 case RENDERPATH_D3D11:
7883 case RENDERPATH_GL13:
7884 case RENDERPATH_GL11:
7885 wanttangents = false;
7889 if (r_shownormals.integer)
7890 wanttangents = wantnormals = true;
7892 // TODO: thread this
7893 // NOTE: R_PrepareRTLights() also caches entities
7895 for (i = 0;i < r_refdef.scene.numentities;i++)
7896 if (r_refdef.viewcache.entityvisible[i])
7897 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7900 //==================================================================================
7902 static void R_View_UpdateEntityLighting (void)
7905 entity_render_t *ent;
7906 vec3_t tempdiffusenormal, avg;
7907 vec_t f, fa, fd, fdd;
7908 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7910 for (i = 0;i < r_refdef.scene.numentities;i++)
7912 ent = r_refdef.scene.entities[i];
7914 // skip unseen models
7915 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7919 if (ent->model && ent->model->brush.num_leafs)
7921 // TODO: use modellight for r_ambient settings on world?
7922 VectorSet(ent->modellight_ambient, 0, 0, 0);
7923 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7924 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7928 // fetch the lighting from the worldmodel data
7929 VectorClear(ent->modellight_ambient);
7930 VectorClear(ent->modellight_diffuse);
7931 VectorClear(tempdiffusenormal);
7932 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7935 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7937 // complete lightning for lit sprites
7938 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7939 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7941 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7942 org[2] = org[2] + r_overheadsprites_pushback.value;
7943 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7946 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7948 if(ent->flags & RENDER_EQUALIZE)
7950 // first fix up ambient lighting...
7951 if(r_equalize_entities_minambient.value > 0)
7953 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7956 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7957 if(fa < r_equalize_entities_minambient.value * fd)
7960 // fa'/fd' = minambient
7961 // fa'+0.25*fd' = fa+0.25*fd
7963 // fa' = fd' * minambient
7964 // fd'*(0.25+minambient) = fa+0.25*fd
7966 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7967 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7969 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7970 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
7971 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7972 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7977 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7979 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
7980 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7984 // adjust brightness and saturation to target
7985 avg[0] = avg[1] = avg[2] = fa / f;
7986 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
7987 avg[0] = avg[1] = avg[2] = fd / f;
7988 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
7994 VectorSet(ent->modellight_ambient, 1, 1, 1);
7996 // move the light direction into modelspace coordinates for lighting code
7997 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7998 if(VectorLength2(ent->modellight_lightdir) == 0)
7999 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
8000 VectorNormalize(ent->modellight_lightdir);
8004 #define MAX_LINEOFSIGHTTRACES 64
8006 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
8009 vec3_t boxmins, boxmaxs;
8012 dp_model_t *model = r_refdef.scene.worldmodel;
8014 if (!model || !model->brush.TraceLineOfSight)
8017 // expand the box a little
8018 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
8019 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
8020 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
8021 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
8022 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
8023 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
8025 // return true if eye is inside enlarged box
8026 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
8030 VectorCopy(eye, start);
8031 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
8032 if (model->brush.TraceLineOfSight(model, start, end))
8035 // try various random positions
8036 for (i = 0;i < numsamples;i++)
8038 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8039 if (model->brush.TraceLineOfSight(model, start, end))
8047 static void R_View_UpdateEntityVisible (void)
8052 entity_render_t *ent;
8054 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8055 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8056 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8057 : RENDER_EXTERIORMODEL;
8058 if (!r_drawviewmodel.integer)
8059 renderimask |= RENDER_VIEWMODEL;
8060 if (!r_drawexteriormodel.integer)
8061 renderimask |= RENDER_EXTERIORMODEL;
8062 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8064 // worldmodel can check visibility
8065 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8066 for (i = 0;i < r_refdef.scene.numentities;i++)
8068 ent = r_refdef.scene.entities[i];
8069 if (!(ent->flags & renderimask))
8070 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)))
8071 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))
8072 r_refdef.viewcache.entityvisible[i] = true;
8074 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8075 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8077 for (i = 0;i < r_refdef.scene.numentities;i++)
8079 ent = r_refdef.scene.entities[i];
8080 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8082 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8084 continue; // temp entities do pvs only
8085 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8086 ent->last_trace_visibility = realtime;
8087 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8088 r_refdef.viewcache.entityvisible[i] = 0;
8095 // no worldmodel or it can't check visibility
8096 for (i = 0;i < r_refdef.scene.numentities;i++)
8098 ent = r_refdef.scene.entities[i];
8099 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));
8104 /// only used if skyrendermasked, and normally returns false
8105 int R_DrawBrushModelsSky (void)
8108 entity_render_t *ent;
8111 for (i = 0;i < r_refdef.scene.numentities;i++)
8113 if (!r_refdef.viewcache.entityvisible[i])
8115 ent = r_refdef.scene.entities[i];
8116 if (!ent->model || !ent->model->DrawSky)
8118 ent->model->DrawSky(ent);
8124 static void R_DrawNoModel(entity_render_t *ent);
8125 static void R_DrawModels(void)
8128 entity_render_t *ent;
8130 for (i = 0;i < r_refdef.scene.numentities;i++)
8132 if (!r_refdef.viewcache.entityvisible[i])
8134 ent = r_refdef.scene.entities[i];
8135 r_refdef.stats.entities++;
8136 if (ent->model && ent->model->Draw != NULL)
8137 ent->model->Draw(ent);
8143 static void R_DrawModelsDepth(void)
8146 entity_render_t *ent;
8148 for (i = 0;i < r_refdef.scene.numentities;i++)
8150 if (!r_refdef.viewcache.entityvisible[i])
8152 ent = r_refdef.scene.entities[i];
8153 if (ent->model && ent->model->DrawDepth != NULL)
8154 ent->model->DrawDepth(ent);
8158 static void R_DrawModelsDebug(void)
8161 entity_render_t *ent;
8163 for (i = 0;i < r_refdef.scene.numentities;i++)
8165 if (!r_refdef.viewcache.entityvisible[i])
8167 ent = r_refdef.scene.entities[i];
8168 if (ent->model && ent->model->DrawDebug != NULL)
8169 ent->model->DrawDebug(ent);
8173 static void R_DrawModelsAddWaterPlanes(void)
8176 entity_render_t *ent;
8178 for (i = 0;i < r_refdef.scene.numentities;i++)
8180 if (!r_refdef.viewcache.entityvisible[i])
8182 ent = r_refdef.scene.entities[i];
8183 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8184 ent->model->DrawAddWaterPlanes(ent);
8188 static void R_View_SetFrustum(const int *scissor)
8191 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8192 vec3_t forward, left, up, origin, v;
8196 // flipped x coordinates (because x points left here)
8197 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8198 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8200 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8201 switch(vid.renderpath)
8203 case RENDERPATH_D3D9:
8204 case RENDERPATH_D3D10:
8205 case RENDERPATH_D3D11:
8206 // non-flipped y coordinates
8207 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8208 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8210 case RENDERPATH_GL11:
8211 case RENDERPATH_GL13:
8212 case RENDERPATH_GL20:
8213 case RENDERPATH_CGGL:
8214 // non-flipped y coordinates
8215 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8216 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8221 // we can't trust r_refdef.view.forward and friends in reflected scenes
8222 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8225 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8226 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8227 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8228 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8229 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8230 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8231 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8232 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8233 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8234 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8235 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8236 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8240 zNear = r_refdef.nearclip;
8241 nudge = 1.0 - 1.0 / (1<<23);
8242 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8243 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8244 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8245 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8246 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8247 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8248 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8249 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8255 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8256 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8257 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8258 r_refdef.view.frustum[0].dist = m[15] - m[12];
8260 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8261 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8262 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8263 r_refdef.view.frustum[1].dist = m[15] + m[12];
8265 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8266 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8267 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8268 r_refdef.view.frustum[2].dist = m[15] - m[13];
8270 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8271 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8272 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8273 r_refdef.view.frustum[3].dist = m[15] + m[13];
8275 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8276 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8277 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8278 r_refdef.view.frustum[4].dist = m[15] - m[14];
8280 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8281 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8282 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8283 r_refdef.view.frustum[5].dist = m[15] + m[14];
8286 if (r_refdef.view.useperspective)
8288 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8289 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]);
8290 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]);
8291 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]);
8292 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]);
8294 // then the normals from the corners relative to origin
8295 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8296 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8297 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8298 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8300 // in a NORMAL view, forward cross left == up
8301 // in a REFLECTED view, forward cross left == down
8302 // so our cross products above need to be adjusted for a left handed coordinate system
8303 CrossProduct(forward, left, v);
8304 if(DotProduct(v, up) < 0)
8306 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8307 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8308 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8309 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8312 // Leaving those out was a mistake, those were in the old code, and they
8313 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8314 // I couldn't reproduce it after adding those normalizations. --blub
8315 VectorNormalize(r_refdef.view.frustum[0].normal);
8316 VectorNormalize(r_refdef.view.frustum[1].normal);
8317 VectorNormalize(r_refdef.view.frustum[2].normal);
8318 VectorNormalize(r_refdef.view.frustum[3].normal);
8320 // make the corners absolute
8321 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8322 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8323 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8324 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8327 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8329 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8330 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8331 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8332 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8333 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8337 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8338 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8339 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8340 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8341 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8342 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8343 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8344 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8345 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8346 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8348 r_refdef.view.numfrustumplanes = 5;
8350 if (r_refdef.view.useclipplane)
8352 r_refdef.view.numfrustumplanes = 6;
8353 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8356 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8357 PlaneClassify(r_refdef.view.frustum + i);
8359 // LordHavoc: note to all quake engine coders, Quake had a special case
8360 // for 90 degrees which assumed a square view (wrong), so I removed it,
8361 // Quake2 has it disabled as well.
8363 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8364 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8365 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8366 //PlaneClassify(&frustum[0]);
8368 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8369 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8370 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8371 //PlaneClassify(&frustum[1]);
8373 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8374 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8375 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8376 //PlaneClassify(&frustum[2]);
8378 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8379 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8380 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8381 //PlaneClassify(&frustum[3]);
8384 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8385 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8386 //PlaneClassify(&frustum[4]);
8389 void R_View_UpdateWithScissor(const int *myscissor)
8391 R_Main_ResizeViewCache();
8392 R_View_SetFrustum(myscissor);
8393 R_View_WorldVisibility(r_refdef.view.useclipplane);
8394 R_View_UpdateEntityVisible();
8395 R_View_UpdateEntityLighting();
8398 void R_View_Update(void)
8400 R_Main_ResizeViewCache();
8401 R_View_SetFrustum(NULL);
8402 R_View_WorldVisibility(r_refdef.view.useclipplane);
8403 R_View_UpdateEntityVisible();
8404 R_View_UpdateEntityLighting();
8407 void R_SetupView(qboolean allowwaterclippingplane)
8409 const float *customclipplane = NULL;
8411 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8413 // LordHavoc: couldn't figure out how to make this approach the
8414 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8415 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8416 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8417 dist = r_refdef.view.clipplane.dist;
8418 plane[0] = r_refdef.view.clipplane.normal[0];
8419 plane[1] = r_refdef.view.clipplane.normal[1];
8420 plane[2] = r_refdef.view.clipplane.normal[2];
8422 customclipplane = plane;
8425 if (!r_refdef.view.useperspective)
8426 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);
8427 else if (vid.stencil && r_useinfinitefarclip.integer)
8428 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);
8430 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);
8431 R_SetViewport(&r_refdef.view.viewport);
8434 void R_EntityMatrix(const matrix4x4_t *matrix)
8436 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8438 gl_modelmatrixchanged = false;
8439 gl_modelmatrix = *matrix;
8440 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8441 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8442 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8443 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8445 switch(vid.renderpath)
8447 case RENDERPATH_D3D9:
8449 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8450 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8453 case RENDERPATH_D3D10:
8454 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8456 case RENDERPATH_D3D11:
8457 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8459 case RENDERPATH_GL20:
8460 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8461 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8462 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8464 case RENDERPATH_CGGL:
8467 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8468 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8469 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8472 case RENDERPATH_GL13:
8473 case RENDERPATH_GL11:
8474 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8480 void R_ResetViewRendering2D(void)
8482 r_viewport_t viewport;
8485 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8486 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);
8487 R_SetViewport(&viewport);
8488 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8489 GL_Color(1, 1, 1, 1);
8490 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8491 GL_BlendFunc(GL_ONE, GL_ZERO);
8492 GL_AlphaTest(false);
8493 GL_ScissorTest(false);
8494 GL_DepthMask(false);
8495 GL_DepthRange(0, 1);
8496 GL_DepthTest(false);
8497 GL_DepthFunc(GL_LEQUAL);
8498 R_EntityMatrix(&identitymatrix);
8499 R_Mesh_ResetTextureState();
8500 GL_PolygonOffset(0, 0);
8501 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8502 switch(vid.renderpath)
8504 case RENDERPATH_GL11:
8505 case RENDERPATH_GL13:
8506 case RENDERPATH_GL20:
8507 case RENDERPATH_CGGL:
8508 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8510 case RENDERPATH_D3D9:
8511 case RENDERPATH_D3D10:
8512 case RENDERPATH_D3D11:
8515 GL_CullFace(GL_NONE);
8518 void R_ResetViewRendering3D(void)
8523 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8524 GL_Color(1, 1, 1, 1);
8525 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8526 GL_BlendFunc(GL_ONE, GL_ZERO);
8527 GL_AlphaTest(false);
8528 GL_ScissorTest(true);
8530 GL_DepthRange(0, 1);
8532 GL_DepthFunc(GL_LEQUAL);
8533 R_EntityMatrix(&identitymatrix);
8534 R_Mesh_ResetTextureState();
8535 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8536 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8537 switch(vid.renderpath)
8539 case RENDERPATH_GL11:
8540 case RENDERPATH_GL13:
8541 case RENDERPATH_GL20:
8542 case RENDERPATH_CGGL:
8543 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8545 case RENDERPATH_D3D9:
8546 case RENDERPATH_D3D10:
8547 case RENDERPATH_D3D11:
8550 GL_CullFace(r_refdef.view.cullface_back);
8555 R_RenderView_UpdateViewVectors
8558 static void R_RenderView_UpdateViewVectors(void)
8560 // break apart the view matrix into vectors for various purposes
8561 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8562 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8563 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8564 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8565 // make an inverted copy of the view matrix for tracking sprites
8566 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8569 void R_RenderScene(void);
8570 void R_RenderWaterPlanes(void);
8572 static void R_Water_StartFrame(void)
8575 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8576 r_waterstate_waterplane_t *p;
8578 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8581 switch(vid.renderpath)
8583 case RENDERPATH_GL20:
8584 case RENDERPATH_CGGL:
8585 case RENDERPATH_D3D9:
8586 case RENDERPATH_D3D10:
8587 case RENDERPATH_D3D11:
8589 case RENDERPATH_GL13:
8590 case RENDERPATH_GL11:
8594 // set waterwidth and waterheight to the water resolution that will be
8595 // used (often less than the screen resolution for faster rendering)
8596 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8597 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8599 // calculate desired texture sizes
8600 // can't use water if the card does not support the texture size
8601 if (!r_water.integer || r_showsurfaces.integer)
8602 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8603 else if (vid.support.arb_texture_non_power_of_two)
8605 texturewidth = waterwidth;
8606 textureheight = waterheight;
8607 camerawidth = waterwidth;
8608 cameraheight = waterheight;
8612 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8613 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8614 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8615 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8618 // allocate textures as needed
8619 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8621 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8622 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8624 if (p->texture_refraction)
8625 R_FreeTexture(p->texture_refraction);
8626 p->texture_refraction = NULL;
8627 if (p->texture_reflection)
8628 R_FreeTexture(p->texture_reflection);
8629 p->texture_reflection = NULL;
8630 if (p->texture_camera)
8631 R_FreeTexture(p->texture_camera);
8632 p->texture_camera = NULL;
8634 memset(&r_waterstate, 0, sizeof(r_waterstate));
8635 r_waterstate.texturewidth = texturewidth;
8636 r_waterstate.textureheight = textureheight;
8637 r_waterstate.camerawidth = camerawidth;
8638 r_waterstate.cameraheight = cameraheight;
8641 if (r_waterstate.texturewidth)
8643 r_waterstate.enabled = true;
8645 // when doing a reduced render (HDR) we want to use a smaller area
8646 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8647 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8649 // set up variables that will be used in shader setup
8650 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8651 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8652 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8653 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8656 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8657 r_waterstate.numwaterplanes = 0;
8660 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8662 int triangleindex, planeindex;
8668 r_waterstate_waterplane_t *p;
8669 texture_t *t = R_GetCurrentTexture(surface->texture);
8671 // just use the first triangle with a valid normal for any decisions
8672 VectorClear(normal);
8673 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8675 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8676 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8677 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8678 TriangleNormal(vert[0], vert[1], vert[2], normal);
8679 if (VectorLength2(normal) >= 0.001)
8683 VectorCopy(normal, plane.normal);
8684 VectorNormalize(plane.normal);
8685 plane.dist = DotProduct(vert[0], plane.normal);
8686 PlaneClassify(&plane);
8687 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8689 // skip backfaces (except if nocullface is set)
8690 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8692 VectorNegate(plane.normal, plane.normal);
8694 PlaneClassify(&plane);
8698 // find a matching plane if there is one
8699 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8700 if(p->camera_entity == t->camera_entity)
8701 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8703 if (planeindex >= r_waterstate.maxwaterplanes)
8704 return; // nothing we can do, out of planes
8706 // if this triangle does not fit any known plane rendered this frame, add one
8707 if (planeindex >= r_waterstate.numwaterplanes)
8709 // store the new plane
8710 r_waterstate.numwaterplanes++;
8712 // clear materialflags and pvs
8713 p->materialflags = 0;
8714 p->pvsvalid = false;
8715 p->camera_entity = t->camera_entity;
8716 VectorCopy(surface->mins, p->mins);
8717 VectorCopy(surface->maxs, p->maxs);
8722 p->mins[0] = min(p->mins[0], surface->mins[0]);
8723 p->mins[1] = min(p->mins[1], surface->mins[1]);
8724 p->mins[2] = min(p->mins[2], surface->mins[2]);
8725 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8726 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8727 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8729 // merge this surface's materialflags into the waterplane
8730 p->materialflags |= t->currentmaterialflags;
8731 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8733 // merge this surface's PVS into the waterplane
8734 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8735 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8736 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8738 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8744 static void R_Water_ProcessPlanes(void)
8747 r_refdef_view_t originalview;
8748 r_refdef_view_t myview;
8750 r_waterstate_waterplane_t *p;
8753 originalview = r_refdef.view;
8755 // make sure enough textures are allocated
8756 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8760 if (!p->texture_refraction)
8761 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);
8762 if (!p->texture_refraction)
8765 else if (p->materialflags & MATERIALFLAG_CAMERA)
8767 if (!p->texture_camera)
8768 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);
8769 if (!p->texture_camera)
8773 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8775 if (!p->texture_reflection)
8776 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);
8777 if (!p->texture_reflection)
8783 r_refdef.view = originalview;
8784 r_refdef.view.showdebug = false;
8785 r_refdef.view.width = r_waterstate.waterwidth;
8786 r_refdef.view.height = r_waterstate.waterheight;
8787 r_refdef.view.useclipplane = true;
8788 myview = r_refdef.view;
8789 r_waterstate.renderingscene = true;
8790 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8792 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8794 r_refdef.view = myview;
8795 if(r_water_scissormode.integer)
8798 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8799 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8802 // render reflected scene and copy into texture
8803 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8804 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8805 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8806 r_refdef.view.clipplane = p->plane;
8808 // reverse the cullface settings for this render
8809 r_refdef.view.cullface_front = GL_FRONT;
8810 r_refdef.view.cullface_back = GL_BACK;
8811 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8813 r_refdef.view.usecustompvs = true;
8815 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8817 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8820 R_ResetViewRendering3D();
8821 R_ClearScreen(r_refdef.fogenabled);
8822 if(r_water_scissormode.integer & 2)
8823 R_View_UpdateWithScissor(myscissor);
8826 if(r_water_scissormode.integer & 1)
8827 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8830 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);
8833 // render the normal view scene and copy into texture
8834 // (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)
8835 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8837 r_refdef.view = myview;
8838 if(r_water_scissormode.integer)
8841 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8842 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8845 r_waterstate.renderingrefraction = true;
8847 r_refdef.view.clipplane = p->plane;
8848 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8849 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8851 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8853 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8854 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8855 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8856 R_RenderView_UpdateViewVectors();
8857 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8859 r_refdef.view.usecustompvs = true;
8860 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);
8864 PlaneClassify(&r_refdef.view.clipplane);
8866 R_ResetViewRendering3D();
8867 R_ClearScreen(r_refdef.fogenabled);
8868 if(r_water_scissormode.integer & 2)
8869 R_View_UpdateWithScissor(myscissor);
8872 if(r_water_scissormode.integer & 1)
8873 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8876 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);
8877 r_waterstate.renderingrefraction = false;
8879 else if (p->materialflags & MATERIALFLAG_CAMERA)
8881 r_refdef.view = myview;
8883 r_refdef.view.clipplane = p->plane;
8884 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8885 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8887 r_refdef.view.width = r_waterstate.camerawidth;
8888 r_refdef.view.height = r_waterstate.cameraheight;
8889 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8890 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8892 if(p->camera_entity)
8894 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8895 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8898 // note: all of the view is used for displaying... so
8899 // there is no use in scissoring
8901 // reverse the cullface settings for this render
8902 r_refdef.view.cullface_front = GL_FRONT;
8903 r_refdef.view.cullface_back = GL_BACK;
8904 // also reverse the view matrix
8905 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
8906 R_RenderView_UpdateViewVectors();
8907 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8909 r_refdef.view.usecustompvs = true;
8910 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);
8913 // camera needs no clipplane
8914 r_refdef.view.useclipplane = false;
8916 PlaneClassify(&r_refdef.view.clipplane);
8918 R_ResetViewRendering3D();
8919 R_ClearScreen(r_refdef.fogenabled);
8923 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);
8924 r_waterstate.renderingrefraction = false;
8928 r_waterstate.renderingscene = false;
8929 r_refdef.view = originalview;
8930 R_ResetViewRendering3D();
8931 R_ClearScreen(r_refdef.fogenabled);
8935 r_refdef.view = originalview;
8936 r_waterstate.renderingscene = false;
8937 Cvar_SetValueQuick(&r_water, 0);
8938 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8942 void R_Bloom_StartFrame(void)
8944 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8946 switch(vid.renderpath)
8948 case RENDERPATH_GL20:
8949 case RENDERPATH_CGGL:
8950 case RENDERPATH_D3D9:
8951 case RENDERPATH_D3D10:
8952 case RENDERPATH_D3D11:
8954 case RENDERPATH_GL13:
8955 case RENDERPATH_GL11:
8959 // set bloomwidth and bloomheight to the bloom resolution that will be
8960 // used (often less than the screen resolution for faster rendering)
8961 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8962 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8963 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8964 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8965 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8967 // calculate desired texture sizes
8968 if (vid.support.arb_texture_non_power_of_two)
8970 screentexturewidth = r_refdef.view.width;
8971 screentextureheight = r_refdef.view.height;
8972 bloomtexturewidth = r_bloomstate.bloomwidth;
8973 bloomtextureheight = r_bloomstate.bloomheight;
8977 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8978 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8979 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8980 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8983 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))
8985 Cvar_SetValueQuick(&r_hdr, 0);
8986 Cvar_SetValueQuick(&r_bloom, 0);
8987 Cvar_SetValueQuick(&r_motionblur, 0);
8988 Cvar_SetValueQuick(&r_damageblur, 0);
8991 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)))
8992 screentexturewidth = screentextureheight = 0;
8993 if (!r_hdr.integer && !r_bloom.integer)
8994 bloomtexturewidth = bloomtextureheight = 0;
8996 // allocate textures as needed
8997 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8999 if (r_bloomstate.texture_screen)
9000 R_FreeTexture(r_bloomstate.texture_screen);
9001 r_bloomstate.texture_screen = NULL;
9002 r_bloomstate.screentexturewidth = screentexturewidth;
9003 r_bloomstate.screentextureheight = screentextureheight;
9004 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
9005 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);
9007 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
9009 if (r_bloomstate.texture_bloom)
9010 R_FreeTexture(r_bloomstate.texture_bloom);
9011 r_bloomstate.texture_bloom = NULL;
9012 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
9013 r_bloomstate.bloomtextureheight = bloomtextureheight;
9014 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
9015 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);
9018 // when doing a reduced render (HDR) we want to use a smaller area
9019 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
9020 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
9021 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
9022 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
9023 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
9025 // set up a texcoord array for the full resolution screen image
9026 // (we have to keep this around to copy back during final render)
9027 r_bloomstate.screentexcoord2f[0] = 0;
9028 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9029 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9030 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9031 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9032 r_bloomstate.screentexcoord2f[5] = 0;
9033 r_bloomstate.screentexcoord2f[6] = 0;
9034 r_bloomstate.screentexcoord2f[7] = 0;
9036 // set up a texcoord array for the reduced resolution bloom image
9037 // (which will be additive blended over the screen image)
9038 r_bloomstate.bloomtexcoord2f[0] = 0;
9039 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9040 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9041 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9042 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9043 r_bloomstate.bloomtexcoord2f[5] = 0;
9044 r_bloomstate.bloomtexcoord2f[6] = 0;
9045 r_bloomstate.bloomtexcoord2f[7] = 0;
9047 switch(vid.renderpath)
9049 case RENDERPATH_GL11:
9050 case RENDERPATH_GL13:
9051 case RENDERPATH_GL20:
9052 case RENDERPATH_CGGL:
9054 case RENDERPATH_D3D9:
9055 case RENDERPATH_D3D10:
9056 case RENDERPATH_D3D11:
9059 for (i = 0;i < 4;i++)
9061 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9062 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9063 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9064 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9070 if (r_hdr.integer || r_bloom.integer)
9072 r_bloomstate.enabled = true;
9073 r_bloomstate.hdr = r_hdr.integer != 0;
9076 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);
9079 void R_Bloom_CopyBloomTexture(float colorscale)
9081 r_refdef.stats.bloom++;
9083 // scale down screen texture to the bloom texture size
9085 R_SetViewport(&r_bloomstate.viewport);
9086 GL_BlendFunc(GL_ONE, GL_ZERO);
9087 GL_Color(colorscale, colorscale, colorscale, 1);
9088 // 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...
9089 switch(vid.renderpath)
9091 case RENDERPATH_GL11:
9092 case RENDERPATH_GL13:
9093 case RENDERPATH_GL20:
9094 case RENDERPATH_CGGL:
9095 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9097 case RENDERPATH_D3D9:
9098 case RENDERPATH_D3D10:
9099 case RENDERPATH_D3D11:
9100 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9103 // TODO: do boxfilter scale-down in shader?
9104 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9105 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9106 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9108 // we now have a bloom image in the framebuffer
9109 // copy it into the bloom image texture for later processing
9110 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);
9111 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9114 void R_Bloom_CopyHDRTexture(void)
9116 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);
9117 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9120 void R_Bloom_MakeTexture(void)
9123 float xoffset, yoffset, r, brighten;
9125 r_refdef.stats.bloom++;
9127 R_ResetViewRendering2D();
9129 // we have a bloom image in the framebuffer
9131 R_SetViewport(&r_bloomstate.viewport);
9133 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9136 r = bound(0, r_bloom_colorexponent.value / x, 1);
9137 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9139 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9140 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9141 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9142 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9144 // copy the vertically blurred bloom view to a texture
9145 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);
9146 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9149 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9150 brighten = r_bloom_brighten.value;
9152 brighten *= r_hdr_range.value;
9153 brighten = sqrt(brighten);
9155 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9156 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9158 for (dir = 0;dir < 2;dir++)
9160 // blend on at multiple vertical offsets to achieve a vertical blur
9161 // TODO: do offset blends using GLSL
9162 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9163 GL_BlendFunc(GL_ONE, GL_ZERO);
9164 for (x = -range;x <= range;x++)
9166 if (!dir){xoffset = 0;yoffset = x;}
9167 else {xoffset = x;yoffset = 0;}
9168 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9169 yoffset /= (float)r_bloomstate.bloomtextureheight;
9170 // compute a texcoord array with the specified x and y offset
9171 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9172 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9173 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9174 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9175 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9176 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9177 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9178 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9179 // this r value looks like a 'dot' particle, fading sharply to
9180 // black at the edges
9181 // (probably not realistic but looks good enough)
9182 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9183 //r = brighten/(range*2+1);
9184 r = brighten / (range * 2 + 1);
9186 r *= (1 - x*x/(float)(range*range));
9187 GL_Color(r, r, r, 1);
9188 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9189 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9190 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9191 GL_BlendFunc(GL_ONE, GL_ONE);
9194 // copy the vertically blurred bloom view to a texture
9195 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);
9196 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9200 void R_HDR_RenderBloomTexture(void)
9202 int oldwidth, oldheight;
9203 float oldcolorscale;
9206 oldwaterstate = r_waterstate.enabled;
9207 oldcolorscale = r_refdef.view.colorscale;
9208 oldwidth = r_refdef.view.width;
9209 oldheight = r_refdef.view.height;
9210 r_refdef.view.width = r_bloomstate.bloomwidth;
9211 r_refdef.view.height = r_bloomstate.bloomheight;
9213 if(r_hdr.integer < 2)
9214 r_waterstate.enabled = false;
9216 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9217 // TODO: add exposure compensation features
9218 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9220 r_refdef.view.showdebug = false;
9221 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9223 R_ResetViewRendering3D();
9225 R_ClearScreen(r_refdef.fogenabled);
9226 if (r_timereport_active)
9227 R_TimeReport("HDRclear");
9230 if (r_timereport_active)
9231 R_TimeReport("visibility");
9233 // only do secondary renders with HDR if r_hdr is 2 or higher
9234 r_waterstate.numwaterplanes = 0;
9235 if (r_waterstate.enabled)
9236 R_RenderWaterPlanes();
9238 r_refdef.view.showdebug = true;
9240 r_waterstate.numwaterplanes = 0;
9242 R_ResetViewRendering2D();
9244 R_Bloom_CopyHDRTexture();
9245 R_Bloom_MakeTexture();
9247 // restore the view settings
9248 r_waterstate.enabled = oldwaterstate;
9249 r_refdef.view.width = oldwidth;
9250 r_refdef.view.height = oldheight;
9251 r_refdef.view.colorscale = oldcolorscale;
9253 R_ResetViewRendering3D();
9255 R_ClearScreen(r_refdef.fogenabled);
9256 if (r_timereport_active)
9257 R_TimeReport("viewclear");
9260 static void R_BlendView(void)
9262 unsigned int permutation;
9263 float uservecs[4][4];
9265 switch (vid.renderpath)
9267 case RENDERPATH_GL20:
9268 case RENDERPATH_CGGL:
9269 case RENDERPATH_D3D9:
9270 case RENDERPATH_D3D10:
9271 case RENDERPATH_D3D11:
9273 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9274 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9275 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9276 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9277 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9279 if (r_bloomstate.texture_screen)
9281 // make sure the buffer is available
9282 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9284 R_ResetViewRendering2D();
9286 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9288 // declare variables
9290 static float avgspeed;
9292 speed = VectorLength(cl.movement_velocity);
9294 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9295 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9297 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9298 speed = bound(0, speed, 1);
9299 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9301 // calculate values into a standard alpha
9302 cl.motionbluralpha = 1 - exp(-
9304 (r_motionblur.value * speed / 80)
9306 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9309 max(0.0001, cl.time - cl.oldtime) // fps independent
9312 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9313 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9315 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9317 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9318 GL_Color(1, 1, 1, cl.motionbluralpha);
9319 switch(vid.renderpath)
9321 case RENDERPATH_GL11:
9322 case RENDERPATH_GL13:
9323 case RENDERPATH_GL20:
9324 case RENDERPATH_CGGL:
9325 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9327 case RENDERPATH_D3D9:
9328 case RENDERPATH_D3D10:
9329 case RENDERPATH_D3D11:
9330 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9333 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9334 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9335 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9339 // copy view into the screen texture
9340 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);
9341 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9343 else if (!r_bloomstate.texture_bloom)
9345 // we may still have to do view tint...
9346 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9348 // apply a color tint to the whole view
9349 R_ResetViewRendering2D();
9350 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9351 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9352 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9353 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9354 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9356 break; // no screen processing, no bloom, skip it
9359 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9361 // render simple bloom effect
9362 // copy the screen and shrink it and darken it for the bloom process
9363 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9364 // make the bloom texture
9365 R_Bloom_MakeTexture();
9368 #if _MSC_VER >= 1400
9369 #define sscanf sscanf_s
9371 memset(uservecs, 0, sizeof(uservecs));
9372 if (r_glsl_postprocess_uservec1_enable.integer)
9373 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9374 if (r_glsl_postprocess_uservec2_enable.integer)
9375 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9376 if (r_glsl_postprocess_uservec3_enable.integer)
9377 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9378 if (r_glsl_postprocess_uservec4_enable.integer)
9379 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9381 R_ResetViewRendering2D();
9382 GL_Color(1, 1, 1, 1);
9383 GL_BlendFunc(GL_ONE, GL_ZERO);
9385 switch(vid.renderpath)
9387 case RENDERPATH_GL20:
9388 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9389 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9390 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9391 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9392 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9393 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]);
9394 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9395 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]);
9396 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]);
9397 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]);
9398 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]);
9399 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9400 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9401 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);
9403 case RENDERPATH_CGGL:
9405 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9406 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9407 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9408 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9409 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9410 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
9411 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9412 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
9413 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
9414 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
9415 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
9416 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9417 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9418 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);
9421 case RENDERPATH_D3D9:
9423 // 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...
9424 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9425 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9426 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9427 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9428 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9429 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9430 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9431 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9432 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9433 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9434 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9435 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9436 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9437 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9440 case RENDERPATH_D3D10:
9441 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9443 case RENDERPATH_D3D11:
9444 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9449 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9450 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9452 case RENDERPATH_GL13:
9453 case RENDERPATH_GL11:
9454 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9456 // apply a color tint to the whole view
9457 R_ResetViewRendering2D();
9458 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9459 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9460 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9461 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9462 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9468 matrix4x4_t r_waterscrollmatrix;
9470 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9472 if (r_refdef.fog_density)
9474 r_refdef.fogcolor[0] = r_refdef.fog_red;
9475 r_refdef.fogcolor[1] = r_refdef.fog_green;
9476 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9478 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9479 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9480 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9481 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9485 VectorCopy(r_refdef.fogcolor, fogvec);
9486 // color.rgb *= ContrastBoost * SceneBrightness;
9487 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9488 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9489 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9490 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9495 void R_UpdateVariables(void)
9499 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9501 r_refdef.farclip = r_farclip_base.value;
9502 if (r_refdef.scene.worldmodel)
9503 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9504 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9506 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9507 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9508 r_refdef.polygonfactor = 0;
9509 r_refdef.polygonoffset = 0;
9510 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9511 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9513 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9514 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9515 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9516 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9517 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9518 if (FAKELIGHT_ENABLED)
9520 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9522 if (r_showsurfaces.integer)
9524 r_refdef.scene.rtworld = false;
9525 r_refdef.scene.rtworldshadows = false;
9526 r_refdef.scene.rtdlight = false;
9527 r_refdef.scene.rtdlightshadows = false;
9528 r_refdef.lightmapintensity = 0;
9531 if (gamemode == GAME_NEHAHRA)
9533 if (gl_fogenable.integer)
9535 r_refdef.oldgl_fogenable = true;
9536 r_refdef.fog_density = gl_fogdensity.value;
9537 r_refdef.fog_red = gl_fogred.value;
9538 r_refdef.fog_green = gl_foggreen.value;
9539 r_refdef.fog_blue = gl_fogblue.value;
9540 r_refdef.fog_alpha = 1;
9541 r_refdef.fog_start = 0;
9542 r_refdef.fog_end = gl_skyclip.value;
9543 r_refdef.fog_height = 1<<30;
9544 r_refdef.fog_fadedepth = 128;
9546 else if (r_refdef.oldgl_fogenable)
9548 r_refdef.oldgl_fogenable = false;
9549 r_refdef.fog_density = 0;
9550 r_refdef.fog_red = 0;
9551 r_refdef.fog_green = 0;
9552 r_refdef.fog_blue = 0;
9553 r_refdef.fog_alpha = 0;
9554 r_refdef.fog_start = 0;
9555 r_refdef.fog_end = 0;
9556 r_refdef.fog_height = 1<<30;
9557 r_refdef.fog_fadedepth = 128;
9561 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9562 r_refdef.fog_start = max(0, r_refdef.fog_start);
9563 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9565 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9567 if (r_refdef.fog_density && r_drawfog.integer)
9569 r_refdef.fogenabled = true;
9570 // this is the point where the fog reaches 0.9986 alpha, which we
9571 // consider a good enough cutoff point for the texture
9572 // (0.9986 * 256 == 255.6)
9573 if (r_fog_exp2.integer)
9574 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9576 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9577 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9578 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9579 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9580 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9581 R_BuildFogHeightTexture();
9582 // fog color was already set
9583 // update the fog texture
9584 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)
9585 R_BuildFogTexture();
9586 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9587 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9590 r_refdef.fogenabled = false;
9592 switch(vid.renderpath)
9594 case RENDERPATH_GL20:
9595 case RENDERPATH_CGGL:
9596 case RENDERPATH_D3D9:
9597 case RENDERPATH_D3D10:
9598 case RENDERPATH_D3D11:
9599 if(v_glslgamma.integer && !vid_gammatables_trivial)
9601 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9603 // build GLSL gamma texture
9604 #define RAMPWIDTH 256
9605 unsigned short ramp[RAMPWIDTH * 3];
9606 unsigned char rampbgr[RAMPWIDTH][4];
9609 r_texture_gammaramps_serial = vid_gammatables_serial;
9611 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9612 for(i = 0; i < RAMPWIDTH; ++i)
9614 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9615 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9616 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9619 if (r_texture_gammaramps)
9621 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9625 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9631 // remove GLSL gamma texture
9634 case RENDERPATH_GL13:
9635 case RENDERPATH_GL11:
9640 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9641 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9647 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9648 if( scenetype != r_currentscenetype ) {
9649 // store the old scenetype
9650 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9651 r_currentscenetype = scenetype;
9652 // move in the new scene
9653 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9662 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9664 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9665 if( scenetype == r_currentscenetype ) {
9666 return &r_refdef.scene;
9668 return &r_scenes_store[ scenetype ];
9677 void R_RenderView(void)
9679 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9680 if (r_timereport_active)
9681 R_TimeReport("start");
9682 r_textureframe++; // used only by R_GetCurrentTexture
9683 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9685 if(R_CompileShader_CheckStaticParms())
9688 if (!r_drawentities.integer)
9689 r_refdef.scene.numentities = 0;
9691 R_AnimCache_ClearCache();
9692 R_FrameData_NewFrame();
9694 /* adjust for stereo display */
9695 if(R_Stereo_Active())
9697 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9698 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9701 if (r_refdef.view.isoverlay)
9703 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9704 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9705 R_TimeReport("depthclear");
9707 r_refdef.view.showdebug = false;
9709 r_waterstate.enabled = false;
9710 r_waterstate.numwaterplanes = 0;
9714 r_refdef.view.matrix = originalmatrix;
9720 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9722 r_refdef.view.matrix = originalmatrix;
9723 return; //Host_Error ("R_RenderView: NULL worldmodel");
9726 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9728 R_RenderView_UpdateViewVectors();
9730 R_Shadow_UpdateWorldLightSelection();
9732 R_Bloom_StartFrame();
9733 R_Water_StartFrame();
9736 if (r_timereport_active)
9737 R_TimeReport("viewsetup");
9739 R_ResetViewRendering3D();
9741 if (r_refdef.view.clear || r_refdef.fogenabled)
9743 R_ClearScreen(r_refdef.fogenabled);
9744 if (r_timereport_active)
9745 R_TimeReport("viewclear");
9747 r_refdef.view.clear = true;
9749 // this produces a bloom texture to be used in R_BlendView() later
9750 if (r_hdr.integer && r_bloomstate.bloomwidth)
9752 R_HDR_RenderBloomTexture();
9753 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9754 r_textureframe++; // used only by R_GetCurrentTexture
9757 r_refdef.view.showdebug = true;
9760 if (r_timereport_active)
9761 R_TimeReport("visibility");
9763 r_waterstate.numwaterplanes = 0;
9764 if (r_waterstate.enabled)
9765 R_RenderWaterPlanes();
9768 r_waterstate.numwaterplanes = 0;
9771 if (r_timereport_active)
9772 R_TimeReport("blendview");
9774 GL_Scissor(0, 0, vid.width, vid.height);
9775 GL_ScissorTest(false);
9777 r_refdef.view.matrix = originalmatrix;
9782 void R_RenderWaterPlanes(void)
9784 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9786 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9787 if (r_timereport_active)
9788 R_TimeReport("waterworld");
9791 // don't let sound skip if going slow
9792 if (r_refdef.scene.extraupdate)
9795 R_DrawModelsAddWaterPlanes();
9796 if (r_timereport_active)
9797 R_TimeReport("watermodels");
9799 if (r_waterstate.numwaterplanes)
9801 R_Water_ProcessPlanes();
9802 if (r_timereport_active)
9803 R_TimeReport("waterscenes");
9807 extern void R_DrawLightningBeams (void);
9808 extern void VM_CL_AddPolygonsToMeshQueue (void);
9809 extern void R_DrawPortals (void);
9810 extern cvar_t cl_locs_show;
9811 static void R_DrawLocs(void);
9812 static void R_DrawEntityBBoxes(void);
9813 static void R_DrawModelDecals(void);
9814 extern void R_DrawModelShadows(void);
9815 extern void R_DrawModelShadowMaps(void);
9816 extern cvar_t cl_decals_newsystem;
9817 extern qboolean r_shadow_usingdeferredprepass;
9818 void R_RenderScene(void)
9820 qboolean shadowmapping = false;
9822 if (r_timereport_active)
9823 R_TimeReport("beginscene");
9825 r_refdef.stats.renders++;
9829 // don't let sound skip if going slow
9830 if (r_refdef.scene.extraupdate)
9833 R_MeshQueue_BeginScene();
9837 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);
9839 if (r_timereport_active)
9840 R_TimeReport("skystartframe");
9842 if (cl.csqc_vidvars.drawworld)
9844 // don't let sound skip if going slow
9845 if (r_refdef.scene.extraupdate)
9848 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9850 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9851 if (r_timereport_active)
9852 R_TimeReport("worldsky");
9855 if (R_DrawBrushModelsSky() && r_timereport_active)
9856 R_TimeReport("bmodelsky");
9858 if (skyrendermasked && skyrenderlater)
9860 // we have to force off the water clipping plane while rendering sky
9864 if (r_timereport_active)
9865 R_TimeReport("sky");
9869 R_AnimCache_CacheVisibleEntities();
9870 if (r_timereport_active)
9871 R_TimeReport("animation");
9873 R_Shadow_PrepareLights();
9874 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9875 R_Shadow_PrepareModelShadows();
9876 if (r_timereport_active)
9877 R_TimeReport("preparelights");
9879 if (R_Shadow_ShadowMappingEnabled())
9880 shadowmapping = true;
9882 if (r_shadow_usingdeferredprepass)
9883 R_Shadow_DrawPrepass();
9885 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9887 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9888 if (r_timereport_active)
9889 R_TimeReport("worlddepth");
9891 if (r_depthfirst.integer >= 2)
9893 R_DrawModelsDepth();
9894 if (r_timereport_active)
9895 R_TimeReport("modeldepth");
9898 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9900 R_DrawModelShadowMaps();
9901 R_ResetViewRendering3D();
9902 // don't let sound skip if going slow
9903 if (r_refdef.scene.extraupdate)
9907 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9909 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9910 if (r_timereport_active)
9911 R_TimeReport("world");
9914 // don't let sound skip if going slow
9915 if (r_refdef.scene.extraupdate)
9919 if (r_timereport_active)
9920 R_TimeReport("models");
9922 // don't let sound skip if going slow
9923 if (r_refdef.scene.extraupdate)
9926 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9928 R_DrawModelShadows();
9929 R_ResetViewRendering3D();
9930 // don't let sound skip if going slow
9931 if (r_refdef.scene.extraupdate)
9935 if (!r_shadow_usingdeferredprepass)
9937 R_Shadow_DrawLights();
9938 if (r_timereport_active)
9939 R_TimeReport("rtlights");
9942 // don't let sound skip if going slow
9943 if (r_refdef.scene.extraupdate)
9946 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9948 R_DrawModelShadows();
9949 R_ResetViewRendering3D();
9950 // don't let sound skip if going slow
9951 if (r_refdef.scene.extraupdate)
9955 if (cl.csqc_vidvars.drawworld)
9957 if (cl_decals_newsystem.integer)
9959 R_DrawModelDecals();
9960 if (r_timereport_active)
9961 R_TimeReport("modeldecals");
9966 if (r_timereport_active)
9967 R_TimeReport("decals");
9971 if (r_timereport_active)
9972 R_TimeReport("particles");
9975 if (r_timereport_active)
9976 R_TimeReport("explosions");
9978 R_DrawLightningBeams();
9979 if (r_timereport_active)
9980 R_TimeReport("lightning");
9983 VM_CL_AddPolygonsToMeshQueue();
9985 if (r_refdef.view.showdebug)
9987 if (cl_locs_show.integer)
9990 if (r_timereport_active)
9991 R_TimeReport("showlocs");
9994 if (r_drawportals.integer)
9997 if (r_timereport_active)
9998 R_TimeReport("portals");
10001 if (r_showbboxes.value > 0)
10003 R_DrawEntityBBoxes();
10004 if (r_timereport_active)
10005 R_TimeReport("bboxes");
10009 R_MeshQueue_RenderTransparent();
10010 if (r_timereport_active)
10011 R_TimeReport("drawtrans");
10013 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))
10015 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
10016 if (r_timereport_active)
10017 R_TimeReport("worlddebug");
10018 R_DrawModelsDebug();
10019 if (r_timereport_active)
10020 R_TimeReport("modeldebug");
10023 if (cl.csqc_vidvars.drawworld)
10025 R_Shadow_DrawCoronas();
10026 if (r_timereport_active)
10027 R_TimeReport("coronas");
10032 GL_DepthTest(false);
10033 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10034 GL_Color(1, 1, 1, 1);
10035 qglBegin(GL_POLYGON);
10036 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10037 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10038 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10039 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10041 qglBegin(GL_POLYGON);
10042 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]);
10043 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]);
10044 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]);
10045 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]);
10047 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10051 // don't let sound skip if going slow
10052 if (r_refdef.scene.extraupdate)
10055 R_ResetViewRendering2D();
10058 static const unsigned short bboxelements[36] =
10068 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10071 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10073 RSurf_ActiveWorldEntity();
10075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10076 GL_DepthMask(false);
10077 GL_DepthRange(0, 1);
10078 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10079 // R_Mesh_ResetTextureState();
10081 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10082 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10083 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10084 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10085 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10086 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10087 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10088 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10089 R_FillColors(color4f, 8, cr, cg, cb, ca);
10090 if (r_refdef.fogenabled)
10092 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10094 f1 = RSurf_FogVertex(v);
10096 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10097 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10098 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10101 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10102 R_Mesh_ResetTextureState();
10103 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10104 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10107 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10111 prvm_edict_t *edict;
10112 prvm_prog_t *prog_save = prog;
10114 // this function draws bounding boxes of server entities
10118 GL_CullFace(GL_NONE);
10119 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10123 for (i = 0;i < numsurfaces;i++)
10125 edict = PRVM_EDICT_NUM(surfacelist[i]);
10126 switch ((int)edict->fields.server->solid)
10128 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10129 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10130 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10131 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10132 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10133 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10135 color[3] *= r_showbboxes.value;
10136 color[3] = bound(0, color[3], 1);
10137 GL_DepthTest(!r_showdisabledepthtest.integer);
10138 GL_CullFace(r_refdef.view.cullface_front);
10139 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10145 static void R_DrawEntityBBoxes(void)
10148 prvm_edict_t *edict;
10150 prvm_prog_t *prog_save = prog;
10152 // this function draws bounding boxes of server entities
10158 for (i = 0;i < prog->num_edicts;i++)
10160 edict = PRVM_EDICT_NUM(i);
10161 if (edict->priv.server->free)
10163 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10164 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10166 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10168 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10169 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10175 static const int nomodelelement3i[24] =
10187 static const unsigned short nomodelelement3s[24] =
10199 static const float nomodelvertex3f[6*3] =
10209 static const float nomodelcolor4f[6*4] =
10211 0.0f, 0.0f, 0.5f, 1.0f,
10212 0.0f, 0.0f, 0.5f, 1.0f,
10213 0.0f, 0.5f, 0.0f, 1.0f,
10214 0.0f, 0.5f, 0.0f, 1.0f,
10215 0.5f, 0.0f, 0.0f, 1.0f,
10216 0.5f, 0.0f, 0.0f, 1.0f
10219 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10223 float color4f[6*4];
10225 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);
10227 // this is only called once per entity so numsurfaces is always 1, and
10228 // surfacelist is always {0}, so this code does not handle batches
10230 if (rsurface.ent_flags & RENDER_ADDITIVE)
10232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10233 GL_DepthMask(false);
10235 else if (rsurface.colormod[3] < 1)
10237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10238 GL_DepthMask(false);
10242 GL_BlendFunc(GL_ONE, GL_ZERO);
10243 GL_DepthMask(true);
10245 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10246 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10247 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10248 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10249 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10250 for (i = 0, c = color4f;i < 6;i++, c += 4)
10252 c[0] *= rsurface.colormod[0];
10253 c[1] *= rsurface.colormod[1];
10254 c[2] *= rsurface.colormod[2];
10255 c[3] *= rsurface.colormod[3];
10257 if (r_refdef.fogenabled)
10259 for (i = 0, c = color4f;i < 6;i++, c += 4)
10261 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10263 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10264 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10265 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10268 // R_Mesh_ResetTextureState();
10269 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10270 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10271 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10274 void R_DrawNoModel(entity_render_t *ent)
10277 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10278 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10279 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10281 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10284 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10286 vec3_t right1, right2, diff, normal;
10288 VectorSubtract (org2, org1, normal);
10290 // calculate 'right' vector for start
10291 VectorSubtract (r_refdef.view.origin, org1, diff);
10292 CrossProduct (normal, diff, right1);
10293 VectorNormalize (right1);
10295 // calculate 'right' vector for end
10296 VectorSubtract (r_refdef.view.origin, org2, diff);
10297 CrossProduct (normal, diff, right2);
10298 VectorNormalize (right2);
10300 vert[ 0] = org1[0] + width * right1[0];
10301 vert[ 1] = org1[1] + width * right1[1];
10302 vert[ 2] = org1[2] + width * right1[2];
10303 vert[ 3] = org1[0] - width * right1[0];
10304 vert[ 4] = org1[1] - width * right1[1];
10305 vert[ 5] = org1[2] - width * right1[2];
10306 vert[ 6] = org2[0] - width * right2[0];
10307 vert[ 7] = org2[1] - width * right2[1];
10308 vert[ 8] = org2[2] - width * right2[2];
10309 vert[ 9] = org2[0] + width * right2[0];
10310 vert[10] = org2[1] + width * right2[1];
10311 vert[11] = org2[2] + width * right2[2];
10314 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)
10316 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10317 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10318 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10319 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10320 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10321 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10322 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10323 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10324 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10325 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10326 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10327 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10330 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10335 VectorSet(v, x, y, z);
10336 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10337 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10339 if (i == mesh->numvertices)
10341 if (mesh->numvertices < mesh->maxvertices)
10343 VectorCopy(v, vertex3f);
10344 mesh->numvertices++;
10346 return mesh->numvertices;
10352 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10355 int *e, element[3];
10356 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10357 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10358 e = mesh->element3i + mesh->numtriangles * 3;
10359 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10361 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10362 if (mesh->numtriangles < mesh->maxtriangles)
10367 mesh->numtriangles++;
10369 element[1] = element[2];
10373 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10376 int *e, element[3];
10377 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10378 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10379 e = mesh->element3i + mesh->numtriangles * 3;
10380 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10382 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10383 if (mesh->numtriangles < mesh->maxtriangles)
10388 mesh->numtriangles++;
10390 element[1] = element[2];
10394 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10395 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10397 int planenum, planenum2;
10400 mplane_t *plane, *plane2;
10402 double temppoints[2][256*3];
10403 // figure out how large a bounding box we need to properly compute this brush
10405 for (w = 0;w < numplanes;w++)
10406 maxdist = max(maxdist, fabs(planes[w].dist));
10407 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10408 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10409 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10413 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10414 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10416 if (planenum2 == planenum)
10418 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);
10421 if (tempnumpoints < 3)
10423 // generate elements forming a triangle fan for this polygon
10424 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10428 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)
10430 texturelayer_t *layer;
10431 layer = t->currentlayers + t->currentnumlayers++;
10432 layer->type = type;
10433 layer->depthmask = depthmask;
10434 layer->blendfunc1 = blendfunc1;
10435 layer->blendfunc2 = blendfunc2;
10436 layer->texture = texture;
10437 layer->texmatrix = *matrix;
10438 layer->color[0] = r;
10439 layer->color[1] = g;
10440 layer->color[2] = b;
10441 layer->color[3] = a;
10444 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10446 if(parms[0] == 0 && parms[1] == 0)
10448 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10449 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10454 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10457 index = parms[2] + r_refdef.scene.time * parms[3];
10458 index -= floor(index);
10459 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10462 case Q3WAVEFUNC_NONE:
10463 case Q3WAVEFUNC_NOISE:
10464 case Q3WAVEFUNC_COUNT:
10467 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10468 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10469 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10470 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10471 case Q3WAVEFUNC_TRIANGLE:
10473 f = index - floor(index);
10476 else if (index < 2)
10478 else if (index < 3)
10484 f = parms[0] + parms[1] * f;
10485 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10486 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10490 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10495 matrix4x4_t matrix, temp;
10496 switch(tcmod->tcmod)
10498 case Q3TCMOD_COUNT:
10500 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10501 matrix = r_waterscrollmatrix;
10503 matrix = identitymatrix;
10505 case Q3TCMOD_ENTITYTRANSLATE:
10506 // this is used in Q3 to allow the gamecode to control texcoord
10507 // scrolling on the entity, which is not supported in darkplaces yet.
10508 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10510 case Q3TCMOD_ROTATE:
10511 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10512 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10513 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10515 case Q3TCMOD_SCALE:
10516 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10518 case Q3TCMOD_SCROLL:
10519 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10521 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10522 w = (int) tcmod->parms[0];
10523 h = (int) tcmod->parms[1];
10524 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10526 idx = (int) floor(f * w * h);
10527 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10529 case Q3TCMOD_STRETCH:
10530 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10531 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10533 case Q3TCMOD_TRANSFORM:
10534 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10535 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10536 VectorSet(tcmat + 6, 0 , 0 , 1);
10537 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10538 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10540 case Q3TCMOD_TURBULENT:
10541 // this is handled in the RSurf_PrepareVertices function
10542 matrix = identitymatrix;
10546 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10549 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10551 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10552 char name[MAX_QPATH];
10553 skinframe_t *skinframe;
10554 unsigned char pixels[296*194];
10555 strlcpy(cache->name, skinname, sizeof(cache->name));
10556 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10557 if (developer_loading.integer)
10558 Con_Printf("loading %s\n", name);
10559 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10560 if (!skinframe || !skinframe->base)
10563 fs_offset_t filesize;
10565 f = FS_LoadFile(name, tempmempool, true, &filesize);
10568 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10569 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10573 cache->skinframe = skinframe;
10576 texture_t *R_GetCurrentTexture(texture_t *t)
10579 const entity_render_t *ent = rsurface.entity;
10580 dp_model_t *model = ent->model;
10581 q3shaderinfo_layer_tcmod_t *tcmod;
10583 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10584 return t->currentframe;
10585 t->update_lastrenderframe = r_textureframe;
10586 t->update_lastrenderentity = (void *)ent;
10588 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10589 t->camera_entity = ent->entitynumber;
10591 t->camera_entity = 0;
10593 // switch to an alternate material if this is a q1bsp animated material
10595 texture_t *texture = t;
10596 int s = rsurface.ent_skinnum;
10597 if ((unsigned int)s >= (unsigned int)model->numskins)
10599 if (model->skinscenes)
10601 if (model->skinscenes[s].framecount > 1)
10602 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10604 s = model->skinscenes[s].firstframe;
10607 t = t + s * model->num_surfaces;
10610 // use an alternate animation if the entity's frame is not 0,
10611 // and only if the texture has an alternate animation
10612 if (rsurface.ent_alttextures && t->anim_total[1])
10613 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10615 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10617 texture->currentframe = t;
10620 // update currentskinframe to be a qw skin or animation frame
10621 if (rsurface.ent_qwskin >= 0)
10623 i = rsurface.ent_qwskin;
10624 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10626 r_qwskincache_size = cl.maxclients;
10628 Mem_Free(r_qwskincache);
10629 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10631 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10632 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10633 t->currentskinframe = r_qwskincache[i].skinframe;
10634 if (t->currentskinframe == NULL)
10635 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10637 else if (t->numskinframes >= 2)
10638 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10639 if (t->backgroundnumskinframes >= 2)
10640 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10642 t->currentmaterialflags = t->basematerialflags;
10643 t->currentalpha = rsurface.colormod[3];
10644 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10645 t->currentalpha *= r_wateralpha.value;
10646 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10647 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10648 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10649 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10650 if (!(rsurface.ent_flags & RENDER_LIGHT))
10651 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10652 else if (FAKELIGHT_ENABLED)
10654 // no modellight if using fakelight for the map
10656 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10658 // pick a model lighting mode
10659 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10660 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10662 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10664 if (rsurface.ent_flags & RENDER_ADDITIVE)
10665 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10666 else if (t->currentalpha < 1)
10667 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10668 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10669 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10670 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10671 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10672 if (t->backgroundnumskinframes)
10673 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10674 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10676 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10677 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10680 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10681 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10682 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10684 // there is no tcmod
10685 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10687 t->currenttexmatrix = r_waterscrollmatrix;
10688 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10690 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10692 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10693 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10696 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10697 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10698 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10699 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10701 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10702 if (t->currentskinframe->qpixels)
10703 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10704 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10705 if (!t->basetexture)
10706 t->basetexture = r_texture_notexture;
10707 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10708 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10709 t->nmaptexture = t->currentskinframe->nmap;
10710 if (!t->nmaptexture)
10711 t->nmaptexture = r_texture_blanknormalmap;
10712 t->glosstexture = r_texture_black;
10713 t->glowtexture = t->currentskinframe->glow;
10714 t->fogtexture = t->currentskinframe->fog;
10715 t->reflectmasktexture = t->currentskinframe->reflect;
10716 if (t->backgroundnumskinframes)
10718 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10719 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10720 t->backgroundglosstexture = r_texture_black;
10721 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10722 if (!t->backgroundnmaptexture)
10723 t->backgroundnmaptexture = r_texture_blanknormalmap;
10727 t->backgroundbasetexture = r_texture_white;
10728 t->backgroundnmaptexture = r_texture_blanknormalmap;
10729 t->backgroundglosstexture = r_texture_black;
10730 t->backgroundglowtexture = NULL;
10732 t->specularpower = r_shadow_glossexponent.value;
10733 // TODO: store reference values for these in the texture?
10734 t->specularscale = 0;
10735 if (r_shadow_gloss.integer > 0)
10737 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10739 if (r_shadow_glossintensity.value > 0)
10741 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10742 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10743 t->specularscale = r_shadow_glossintensity.value;
10746 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10748 t->glosstexture = r_texture_white;
10749 t->backgroundglosstexture = r_texture_white;
10750 t->specularscale = r_shadow_gloss2intensity.value;
10751 t->specularpower = r_shadow_gloss2exponent.value;
10754 t->specularscale *= t->specularscalemod;
10755 t->specularpower *= t->specularpowermod;
10757 // lightmaps mode looks bad with dlights using actual texturing, so turn
10758 // off the colormap and glossmap, but leave the normalmap on as it still
10759 // accurately represents the shading involved
10760 if (gl_lightmaps.integer)
10762 t->basetexture = r_texture_grey128;
10763 t->pantstexture = r_texture_black;
10764 t->shirttexture = r_texture_black;
10765 t->nmaptexture = r_texture_blanknormalmap;
10766 t->glosstexture = r_texture_black;
10767 t->glowtexture = NULL;
10768 t->fogtexture = NULL;
10769 t->reflectmasktexture = NULL;
10770 t->backgroundbasetexture = NULL;
10771 t->backgroundnmaptexture = r_texture_blanknormalmap;
10772 t->backgroundglosstexture = r_texture_black;
10773 t->backgroundglowtexture = NULL;
10774 t->specularscale = 0;
10775 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10778 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10779 VectorClear(t->dlightcolor);
10780 t->currentnumlayers = 0;
10781 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10783 int blendfunc1, blendfunc2;
10784 qboolean depthmask;
10785 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10787 blendfunc1 = GL_SRC_ALPHA;
10788 blendfunc2 = GL_ONE;
10790 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10792 blendfunc1 = GL_SRC_ALPHA;
10793 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10795 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10797 blendfunc1 = t->customblendfunc[0];
10798 blendfunc2 = t->customblendfunc[1];
10802 blendfunc1 = GL_ONE;
10803 blendfunc2 = GL_ZERO;
10805 // don't colormod evilblend textures
10806 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10807 VectorSet(t->lightmapcolor, 1, 1, 1);
10808 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10809 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10811 // fullbright is not affected by r_refdef.lightmapintensity
10812 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]);
10813 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10814 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]);
10815 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10816 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]);
10820 vec3_t ambientcolor;
10822 // set the color tint used for lights affecting this surface
10823 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10825 // q3bsp has no lightmap updates, so the lightstylevalue that
10826 // would normally be baked into the lightmap must be
10827 // applied to the color
10828 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10829 if (model->type == mod_brushq3)
10830 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10831 colorscale *= r_refdef.lightmapintensity;
10832 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10833 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10834 // basic lit geometry
10835 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]);
10836 // add pants/shirt if needed
10837 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10838 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]);
10839 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10840 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]);
10841 // now add ambient passes if needed
10842 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10844 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]);
10845 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10846 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]);
10847 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10848 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]);
10851 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10852 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]);
10853 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10855 // if this is opaque use alpha blend which will darken the earlier
10858 // if this is an alpha blended material, all the earlier passes
10859 // were darkened by fog already, so we only need to add the fog
10860 // color ontop through the fog mask texture
10862 // if this is an additive blended material, all the earlier passes
10863 // were darkened by fog already, and we should not add fog color
10864 // (because the background was not darkened, there is no fog color
10865 // that was lost behind it).
10866 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]);
10870 return t->currentframe;
10873 rsurfacestate_t rsurface;
10875 void R_Mesh_ResizeArrays(int newvertices)
10877 unsigned char *base;
10879 if (rsurface.array_size >= newvertices)
10881 if (rsurface.array_base)
10882 Mem_Free(rsurface.array_base);
10883 rsurface.array_size = (newvertices + 1023) & ~1023;
10885 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10886 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10887 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10888 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10889 size += rsurface.array_size * sizeof(float[3]);
10890 size += rsurface.array_size * sizeof(float[3]);
10891 size += rsurface.array_size * sizeof(float[3]);
10892 size += rsurface.array_size * sizeof(float[3]);
10893 size += rsurface.array_size * sizeof(float[3]);
10894 size += rsurface.array_size * sizeof(float[3]);
10895 size += rsurface.array_size * sizeof(float[3]);
10896 size += rsurface.array_size * sizeof(float[3]);
10897 size += rsurface.array_size * sizeof(float[4]);
10898 size += rsurface.array_size * sizeof(float[2]);
10899 size += rsurface.array_size * sizeof(float[2]);
10900 size += rsurface.array_size * sizeof(float[4]);
10901 size += rsurface.array_size * sizeof(int[3]);
10902 size += rsurface.array_size * sizeof(unsigned short[3]);
10903 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10904 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10905 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10906 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10907 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10908 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10909 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10910 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10911 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10912 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10913 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10914 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10915 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10916 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10917 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10918 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10919 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10920 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10921 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10924 void RSurf_ActiveWorldEntity(void)
10927 dp_model_t *model = r_refdef.scene.worldmodel;
10928 //if (rsurface.entity == r_refdef.scene.worldentity)
10930 rsurface.entity = r_refdef.scene.worldentity;
10931 rsurface.skeleton = NULL;
10932 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10933 rsurface.ent_skinnum = 0;
10934 rsurface.ent_qwskin = -1;
10935 rsurface.ent_shadertime = 0;
10936 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10937 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10938 if (rsurface.array_size < newvertices)
10939 R_Mesh_ResizeArrays(newvertices);
10940 rsurface.matrix = identitymatrix;
10941 rsurface.inversematrix = identitymatrix;
10942 rsurface.matrixscale = 1;
10943 rsurface.inversematrixscale = 1;
10944 R_EntityMatrix(&identitymatrix);
10945 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10946 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10947 rsurface.fograngerecip = r_refdef.fograngerecip;
10948 rsurface.fogheightfade = r_refdef.fogheightfade;
10949 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10950 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10951 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10952 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10953 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10954 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10955 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10956 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10957 rsurface.colormod[3] = 1;
10958 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);
10959 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10960 rsurface.frameblend[0].lerp = 1;
10961 rsurface.ent_alttextures = false;
10962 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10963 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10964 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10965 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10966 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10967 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10968 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10969 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10970 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10971 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10972 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10973 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10974 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10975 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10976 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10977 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10978 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10979 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10980 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10981 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10982 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10983 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10984 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10985 rsurface.modelelement3i = model->surfmesh.data_element3i;
10986 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10987 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10988 rsurface.modelelement3s = model->surfmesh.data_element3s;
10989 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10990 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10991 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10992 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10993 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10994 rsurface.modelsurfaces = model->data_surfaces;
10995 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10996 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10997 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10998 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10999 rsurface.modelgeneratedvertex = false;
11000 rsurface.batchgeneratedvertex = false;
11001 rsurface.batchfirstvertex = 0;
11002 rsurface.batchnumvertices = 0;
11003 rsurface.batchfirsttriangle = 0;
11004 rsurface.batchnumtriangles = 0;
11005 rsurface.batchvertex3f = NULL;
11006 rsurface.batchvertex3f_vertexbuffer = NULL;
11007 rsurface.batchvertex3f_bufferoffset = 0;
11008 rsurface.batchsvector3f = NULL;
11009 rsurface.batchsvector3f_vertexbuffer = NULL;
11010 rsurface.batchsvector3f_bufferoffset = 0;
11011 rsurface.batchtvector3f = NULL;
11012 rsurface.batchtvector3f_vertexbuffer = NULL;
11013 rsurface.batchtvector3f_bufferoffset = 0;
11014 rsurface.batchnormal3f = NULL;
11015 rsurface.batchnormal3f_vertexbuffer = NULL;
11016 rsurface.batchnormal3f_bufferoffset = 0;
11017 rsurface.batchlightmapcolor4f = NULL;
11018 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11019 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11020 rsurface.batchtexcoordtexture2f = NULL;
11021 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11022 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11023 rsurface.batchtexcoordlightmap2f = NULL;
11024 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11025 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11026 rsurface.batchvertexmesh = NULL;
11027 rsurface.batchvertexmeshbuffer = NULL;
11028 rsurface.batchvertexposition = NULL;
11029 rsurface.batchvertexpositionbuffer = NULL;
11030 rsurface.batchelement3i = NULL;
11031 rsurface.batchelement3i_indexbuffer = NULL;
11032 rsurface.batchelement3i_bufferoffset = 0;
11033 rsurface.batchelement3s = NULL;
11034 rsurface.batchelement3s_indexbuffer = NULL;
11035 rsurface.batchelement3s_bufferoffset = 0;
11036 rsurface.passcolor4f = NULL;
11037 rsurface.passcolor4f_vertexbuffer = NULL;
11038 rsurface.passcolor4f_bufferoffset = 0;
11041 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11044 dp_model_t *model = ent->model;
11045 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11047 rsurface.entity = (entity_render_t *)ent;
11048 rsurface.skeleton = ent->skeleton;
11049 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11050 rsurface.ent_skinnum = ent->skinnum;
11051 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;
11052 rsurface.ent_shadertime = ent->shadertime;
11053 rsurface.ent_flags = ent->flags;
11054 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11055 if (rsurface.array_size < newvertices)
11056 R_Mesh_ResizeArrays(newvertices);
11057 rsurface.matrix = ent->matrix;
11058 rsurface.inversematrix = ent->inversematrix;
11059 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11060 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11061 R_EntityMatrix(&rsurface.matrix);
11062 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11063 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11064 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11065 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11066 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11067 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11068 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11069 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11070 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11071 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11072 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11073 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11074 rsurface.colormod[3] = ent->alpha;
11075 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11076 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11077 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11078 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11079 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11080 if (ent->model->brush.submodel && !prepass)
11082 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11083 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11085 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11087 if (ent->animcache_vertex3f && !r_framedata_failed)
11089 rsurface.modelvertex3f = ent->animcache_vertex3f;
11090 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11091 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11092 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11093 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11094 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11095 rsurface.modelvertexposition = ent->animcache_vertexposition;
11096 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11098 else if (wanttangents)
11100 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11101 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11102 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11103 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11104 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11105 rsurface.modelvertexmesh = NULL;
11106 rsurface.modelvertexmeshbuffer = NULL;
11107 rsurface.modelvertexposition = NULL;
11108 rsurface.modelvertexpositionbuffer = NULL;
11110 else if (wantnormals)
11112 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11113 rsurface.modelsvector3f = NULL;
11114 rsurface.modeltvector3f = NULL;
11115 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11116 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11117 rsurface.modelvertexmesh = NULL;
11118 rsurface.modelvertexmeshbuffer = NULL;
11119 rsurface.modelvertexposition = NULL;
11120 rsurface.modelvertexpositionbuffer = NULL;
11124 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11125 rsurface.modelsvector3f = NULL;
11126 rsurface.modeltvector3f = NULL;
11127 rsurface.modelnormal3f = NULL;
11128 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11129 rsurface.modelvertexmesh = NULL;
11130 rsurface.modelvertexmeshbuffer = NULL;
11131 rsurface.modelvertexposition = NULL;
11132 rsurface.modelvertexpositionbuffer = NULL;
11134 rsurface.modelvertex3f_vertexbuffer = 0;
11135 rsurface.modelvertex3f_bufferoffset = 0;
11136 rsurface.modelsvector3f_vertexbuffer = 0;
11137 rsurface.modelsvector3f_bufferoffset = 0;
11138 rsurface.modeltvector3f_vertexbuffer = 0;
11139 rsurface.modeltvector3f_bufferoffset = 0;
11140 rsurface.modelnormal3f_vertexbuffer = 0;
11141 rsurface.modelnormal3f_bufferoffset = 0;
11142 rsurface.modelgeneratedvertex = true;
11146 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11147 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11148 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11149 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11150 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11151 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11152 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11153 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11154 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11155 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11156 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11157 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11158 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11159 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11160 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11161 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11162 rsurface.modelgeneratedvertex = false;
11164 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11165 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11166 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11167 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11168 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11169 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11170 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11171 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11172 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11173 rsurface.modelelement3i = model->surfmesh.data_element3i;
11174 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11175 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11176 rsurface.modelelement3s = model->surfmesh.data_element3s;
11177 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11178 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11179 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11180 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11181 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11182 rsurface.modelsurfaces = model->data_surfaces;
11183 rsurface.batchgeneratedvertex = false;
11184 rsurface.batchfirstvertex = 0;
11185 rsurface.batchnumvertices = 0;
11186 rsurface.batchfirsttriangle = 0;
11187 rsurface.batchnumtriangles = 0;
11188 rsurface.batchvertex3f = NULL;
11189 rsurface.batchvertex3f_vertexbuffer = NULL;
11190 rsurface.batchvertex3f_bufferoffset = 0;
11191 rsurface.batchsvector3f = NULL;
11192 rsurface.batchsvector3f_vertexbuffer = NULL;
11193 rsurface.batchsvector3f_bufferoffset = 0;
11194 rsurface.batchtvector3f = NULL;
11195 rsurface.batchtvector3f_vertexbuffer = NULL;
11196 rsurface.batchtvector3f_bufferoffset = 0;
11197 rsurface.batchnormal3f = NULL;
11198 rsurface.batchnormal3f_vertexbuffer = NULL;
11199 rsurface.batchnormal3f_bufferoffset = 0;
11200 rsurface.batchlightmapcolor4f = NULL;
11201 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11202 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11203 rsurface.batchtexcoordtexture2f = NULL;
11204 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11205 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11206 rsurface.batchtexcoordlightmap2f = NULL;
11207 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11208 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11209 rsurface.batchvertexmesh = NULL;
11210 rsurface.batchvertexmeshbuffer = NULL;
11211 rsurface.batchvertexposition = NULL;
11212 rsurface.batchvertexpositionbuffer = NULL;
11213 rsurface.batchelement3i = NULL;
11214 rsurface.batchelement3i_indexbuffer = NULL;
11215 rsurface.batchelement3i_bufferoffset = 0;
11216 rsurface.batchelement3s = NULL;
11217 rsurface.batchelement3s_indexbuffer = NULL;
11218 rsurface.batchelement3s_bufferoffset = 0;
11219 rsurface.passcolor4f = NULL;
11220 rsurface.passcolor4f_vertexbuffer = NULL;
11221 rsurface.passcolor4f_bufferoffset = 0;
11224 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)
11228 rsurface.entity = r_refdef.scene.worldentity;
11229 rsurface.skeleton = NULL;
11230 rsurface.ent_skinnum = 0;
11231 rsurface.ent_qwskin = -1;
11232 rsurface.ent_shadertime = shadertime;
11233 rsurface.ent_flags = entflags;
11234 rsurface.modelnumvertices = numvertices;
11235 rsurface.modelnumtriangles = numtriangles;
11236 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11237 if (rsurface.array_size < newvertices)
11238 R_Mesh_ResizeArrays(newvertices);
11239 rsurface.matrix = *matrix;
11240 rsurface.inversematrix = *inversematrix;
11241 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11242 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11243 R_EntityMatrix(&rsurface.matrix);
11244 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11245 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11246 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11247 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11248 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11249 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11250 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11251 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11252 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11253 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11254 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11255 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11256 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);
11257 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11258 rsurface.frameblend[0].lerp = 1;
11259 rsurface.ent_alttextures = false;
11260 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11261 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11264 rsurface.modelvertex3f = vertex3f;
11265 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11266 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11267 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11269 else if (wantnormals)
11271 rsurface.modelvertex3f = vertex3f;
11272 rsurface.modelsvector3f = NULL;
11273 rsurface.modeltvector3f = NULL;
11274 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11278 rsurface.modelvertex3f = vertex3f;
11279 rsurface.modelsvector3f = NULL;
11280 rsurface.modeltvector3f = NULL;
11281 rsurface.modelnormal3f = NULL;
11283 rsurface.modelvertexmesh = NULL;
11284 rsurface.modelvertexmeshbuffer = NULL;
11285 rsurface.modelvertexposition = NULL;
11286 rsurface.modelvertexpositionbuffer = NULL;
11287 rsurface.modelvertex3f_vertexbuffer = 0;
11288 rsurface.modelvertex3f_bufferoffset = 0;
11289 rsurface.modelsvector3f_vertexbuffer = 0;
11290 rsurface.modelsvector3f_bufferoffset = 0;
11291 rsurface.modeltvector3f_vertexbuffer = 0;
11292 rsurface.modeltvector3f_bufferoffset = 0;
11293 rsurface.modelnormal3f_vertexbuffer = 0;
11294 rsurface.modelnormal3f_bufferoffset = 0;
11295 rsurface.modelgeneratedvertex = true;
11296 rsurface.modellightmapcolor4f = color4f;
11297 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11298 rsurface.modellightmapcolor4f_bufferoffset = 0;
11299 rsurface.modeltexcoordtexture2f = texcoord2f;
11300 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11301 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11302 rsurface.modeltexcoordlightmap2f = NULL;
11303 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11304 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11305 rsurface.modelelement3i = element3i;
11306 rsurface.modelelement3i_indexbuffer = NULL;
11307 rsurface.modelelement3i_bufferoffset = 0;
11308 rsurface.modelelement3s = element3s;
11309 rsurface.modelelement3s_indexbuffer = NULL;
11310 rsurface.modelelement3s_bufferoffset = 0;
11311 rsurface.modellightmapoffsets = NULL;
11312 rsurface.modelsurfaces = NULL;
11313 rsurface.batchgeneratedvertex = false;
11314 rsurface.batchfirstvertex = 0;
11315 rsurface.batchnumvertices = 0;
11316 rsurface.batchfirsttriangle = 0;
11317 rsurface.batchnumtriangles = 0;
11318 rsurface.batchvertex3f = NULL;
11319 rsurface.batchvertex3f_vertexbuffer = NULL;
11320 rsurface.batchvertex3f_bufferoffset = 0;
11321 rsurface.batchsvector3f = NULL;
11322 rsurface.batchsvector3f_vertexbuffer = NULL;
11323 rsurface.batchsvector3f_bufferoffset = 0;
11324 rsurface.batchtvector3f = NULL;
11325 rsurface.batchtvector3f_vertexbuffer = NULL;
11326 rsurface.batchtvector3f_bufferoffset = 0;
11327 rsurface.batchnormal3f = NULL;
11328 rsurface.batchnormal3f_vertexbuffer = NULL;
11329 rsurface.batchnormal3f_bufferoffset = 0;
11330 rsurface.batchlightmapcolor4f = NULL;
11331 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11332 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11333 rsurface.batchtexcoordtexture2f = NULL;
11334 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11335 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11336 rsurface.batchtexcoordlightmap2f = NULL;
11337 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11338 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11339 rsurface.batchvertexmesh = NULL;
11340 rsurface.batchvertexmeshbuffer = NULL;
11341 rsurface.batchvertexposition = NULL;
11342 rsurface.batchvertexpositionbuffer = NULL;
11343 rsurface.batchelement3i = NULL;
11344 rsurface.batchelement3i_indexbuffer = NULL;
11345 rsurface.batchelement3i_bufferoffset = 0;
11346 rsurface.batchelement3s = NULL;
11347 rsurface.batchelement3s_indexbuffer = NULL;
11348 rsurface.batchelement3s_bufferoffset = 0;
11349 rsurface.passcolor4f = NULL;
11350 rsurface.passcolor4f_vertexbuffer = NULL;
11351 rsurface.passcolor4f_bufferoffset = 0;
11353 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11355 if ((wantnormals || wanttangents) && !normal3f)
11357 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11358 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11360 if (wanttangents && !svector3f)
11362 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);
11363 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11364 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11369 float RSurf_FogPoint(const float *v)
11371 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11372 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11373 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11374 float FogHeightFade = r_refdef.fogheightfade;
11376 unsigned int fogmasktableindex;
11377 if (r_refdef.fogplaneviewabove)
11378 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11380 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11381 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11382 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11385 float RSurf_FogVertex(const float *v)
11387 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11388 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11389 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11390 float FogHeightFade = rsurface.fogheightfade;
11392 unsigned int fogmasktableindex;
11393 if (r_refdef.fogplaneviewabove)
11394 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11396 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11397 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11398 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11401 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11404 for (i = 0;i < numelements;i++)
11405 outelement3i[i] = inelement3i[i] + adjust;
11408 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11409 extern cvar_t gl_vbo;
11410 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11418 int surfacefirsttriangle;
11419 int surfacenumtriangles;
11420 int surfacefirstvertex;
11421 int surfaceendvertex;
11422 int surfacenumvertices;
11426 qboolean dynamicvertex;
11430 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11431 float waveparms[4];
11432 q3shaderinfo_deform_t *deform;
11433 const msurface_t *surface, *firstsurface;
11434 r_vertexposition_t *vertexposition;
11435 r_vertexmesh_t *vertexmesh;
11436 if (!texturenumsurfaces)
11438 // find vertex range of this surface batch
11440 firstsurface = texturesurfacelist[0];
11441 firsttriangle = firstsurface->num_firsttriangle;
11443 firstvertex = endvertex = firstsurface->num_firstvertex;
11444 for (i = 0;i < texturenumsurfaces;i++)
11446 surface = texturesurfacelist[i];
11447 if (surface != firstsurface + i)
11449 surfacefirstvertex = surface->num_firstvertex;
11450 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11451 surfacenumtriangles = surface->num_triangles;
11452 if (firstvertex > surfacefirstvertex)
11453 firstvertex = surfacefirstvertex;
11454 if (endvertex < surfaceendvertex)
11455 endvertex = surfaceendvertex;
11456 numtriangles += surfacenumtriangles;
11459 // we now know the vertex range used, and if there are any gaps in it
11460 rsurface.batchfirstvertex = firstvertex;
11461 rsurface.batchnumvertices = endvertex - firstvertex;
11462 rsurface.batchfirsttriangle = firsttriangle;
11463 rsurface.batchnumtriangles = numtriangles;
11465 // this variable holds flags for which properties have been updated that
11466 // may require regenerating vertexmesh or vertexposition arrays...
11469 // check if any dynamic vertex processing must occur
11470 dynamicvertex = false;
11472 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11473 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11474 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11476 switch (deform->deform)
11479 case Q3DEFORM_PROJECTIONSHADOW:
11480 case Q3DEFORM_TEXT0:
11481 case Q3DEFORM_TEXT1:
11482 case Q3DEFORM_TEXT2:
11483 case Q3DEFORM_TEXT3:
11484 case Q3DEFORM_TEXT4:
11485 case Q3DEFORM_TEXT5:
11486 case Q3DEFORM_TEXT6:
11487 case Q3DEFORM_TEXT7:
11488 case Q3DEFORM_NONE:
11490 case Q3DEFORM_AUTOSPRITE:
11491 dynamicvertex = true;
11492 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11493 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11495 case Q3DEFORM_AUTOSPRITE2:
11496 dynamicvertex = true;
11497 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11498 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11500 case Q3DEFORM_NORMAL:
11501 dynamicvertex = true;
11502 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11503 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11505 case Q3DEFORM_WAVE:
11506 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11507 break; // if wavefunc is a nop, ignore this transform
11508 dynamicvertex = true;
11509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11510 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11512 case Q3DEFORM_BULGE:
11513 dynamicvertex = true;
11514 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11515 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11517 case Q3DEFORM_MOVE:
11518 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11519 break; // if wavefunc is a nop, ignore this transform
11520 dynamicvertex = true;
11521 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11522 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11526 switch(rsurface.texture->tcgen.tcgen)
11529 case Q3TCGEN_TEXTURE:
11531 case Q3TCGEN_LIGHTMAP:
11532 dynamicvertex = true;
11533 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11534 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11536 case Q3TCGEN_VECTOR:
11537 dynamicvertex = true;
11538 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11539 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11541 case Q3TCGEN_ENVIRONMENT:
11542 dynamicvertex = true;
11543 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11544 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11547 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11549 dynamicvertex = true;
11550 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11551 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11554 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11556 dynamicvertex = true;
11557 batchneed |= BATCHNEED_NOGAPS;
11558 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11561 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11563 dynamicvertex = true;
11564 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11565 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11568 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11570 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11571 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11572 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11573 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11574 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11575 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11576 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11579 // when the model data has no vertex buffer (dynamic mesh), we need to
11581 if (!rsurface.modelvertexmeshbuffer)
11582 batchneed |= BATCHNEED_NOGAPS;
11584 // if needsupdate, we have to do a dynamic vertex batch for sure
11585 if (needsupdate & batchneed)
11586 dynamicvertex = true;
11588 // see if we need to build vertexmesh from arrays
11589 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11590 dynamicvertex = true;
11592 // see if we need to build vertexposition from arrays
11593 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11594 dynamicvertex = true;
11596 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11597 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11598 dynamicvertex = true;
11600 // if there is a chance of animated vertex colors, it's a dynamic batch
11601 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11602 dynamicvertex = true;
11604 rsurface.batchvertex3f = rsurface.modelvertex3f;
11605 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11606 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11607 rsurface.batchsvector3f = rsurface.modelsvector3f;
11608 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11609 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11610 rsurface.batchtvector3f = rsurface.modeltvector3f;
11611 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11612 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11613 rsurface.batchnormal3f = rsurface.modelnormal3f;
11614 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11615 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11616 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11617 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11618 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11619 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11620 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11621 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11622 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11623 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11624 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11625 rsurface.batchvertexposition = rsurface.modelvertexposition;
11626 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11627 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11628 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11629 rsurface.batchelement3i = rsurface.modelelement3i;
11630 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11631 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11632 rsurface.batchelement3s = rsurface.modelelement3s;
11633 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11634 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11636 // if any dynamic vertex processing has to occur in software, we copy the
11637 // entire surface list together before processing to rebase the vertices
11638 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11640 // if any gaps exist and we do not have a static vertex buffer, we have to
11641 // copy the surface list together to avoid wasting upload bandwidth on the
11642 // vertices in the gaps.
11644 // if gaps exist and we have a static vertex buffer, we still have to
11645 // combine the index buffer ranges into one dynamic index buffer.
11647 // in all cases we end up with data that can be drawn in one call.
11649 if (!dynamicvertex)
11651 // static vertex data, just set pointers...
11652 rsurface.batchgeneratedvertex = false;
11653 // if there are gaps, we want to build a combined index buffer,
11654 // otherwise use the original static buffer with an appropriate offset
11659 for (i = 0;i < texturenumsurfaces;i++)
11661 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11662 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11663 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11664 numtriangles += surfacenumtriangles;
11666 rsurface.batchelement3i = rsurface.array_batchelement3i;
11667 rsurface.batchelement3i_indexbuffer = NULL;
11668 rsurface.batchelement3i_bufferoffset = 0;
11669 rsurface.batchelement3s = NULL;
11670 rsurface.batchelement3s_indexbuffer = NULL;
11671 rsurface.batchelement3s_bufferoffset = 0;
11672 if (endvertex <= 65536)
11674 rsurface.batchelement3s = rsurface.array_batchelement3s;
11675 for (i = 0;i < numtriangles*3;i++)
11676 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11678 rsurface.batchfirsttriangle = firsttriangle;
11679 rsurface.batchnumtriangles = numtriangles;
11684 // something needs software processing, do it for real...
11685 // we only directly handle interleaved array data in this case...
11686 rsurface.batchgeneratedvertex = true;
11688 // now copy the vertex data into a combined array and make an index array
11689 // (this is what Quake3 does all the time)
11690 //if (gaps || rsurface.batchfirstvertex)
11692 rsurface.batchvertexposition = NULL;
11693 rsurface.batchvertexpositionbuffer = NULL;
11694 rsurface.batchvertexmesh = NULL;
11695 rsurface.batchvertexmeshbuffer = NULL;
11696 rsurface.batchvertex3f = NULL;
11697 rsurface.batchvertex3f_vertexbuffer = NULL;
11698 rsurface.batchvertex3f_bufferoffset = 0;
11699 rsurface.batchsvector3f = NULL;
11700 rsurface.batchsvector3f_vertexbuffer = NULL;
11701 rsurface.batchsvector3f_bufferoffset = 0;
11702 rsurface.batchtvector3f = NULL;
11703 rsurface.batchtvector3f_vertexbuffer = NULL;
11704 rsurface.batchtvector3f_bufferoffset = 0;
11705 rsurface.batchnormal3f = NULL;
11706 rsurface.batchnormal3f_vertexbuffer = NULL;
11707 rsurface.batchnormal3f_bufferoffset = 0;
11708 rsurface.batchlightmapcolor4f = NULL;
11709 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11710 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11711 rsurface.batchtexcoordtexture2f = NULL;
11712 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11713 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11714 rsurface.batchtexcoordlightmap2f = NULL;
11715 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11716 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11717 rsurface.batchelement3i = rsurface.array_batchelement3i;
11718 rsurface.batchelement3i_indexbuffer = NULL;
11719 rsurface.batchelement3i_bufferoffset = 0;
11720 rsurface.batchelement3s = NULL;
11721 rsurface.batchelement3s_indexbuffer = NULL;
11722 rsurface.batchelement3s_bufferoffset = 0;
11723 // we'll only be setting up certain arrays as needed
11724 if (batchneed & BATCHNEED_VERTEXPOSITION)
11725 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11726 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11727 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11728 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11729 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11730 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11731 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11732 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11734 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11735 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11737 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11738 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11739 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11740 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11741 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11742 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11745 for (i = 0;i < texturenumsurfaces;i++)
11747 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11748 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11749 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11750 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11751 // copy only the data requested
11752 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11753 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11754 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11755 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11756 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11758 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11759 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11760 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11761 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11762 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11764 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11765 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11767 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11768 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11769 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11770 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11771 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11772 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11774 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11775 numvertices += surfacenumvertices;
11776 numtriangles += surfacenumtriangles;
11779 // generate a 16bit index array as well if possible
11780 // (in general, dynamic batches fit)
11781 if (numvertices <= 65536)
11783 rsurface.batchelement3s = rsurface.array_batchelement3s;
11784 for (i = 0;i < numtriangles*3;i++)
11785 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11788 // since we've copied everything, the batch now starts at 0
11789 rsurface.batchfirstvertex = 0;
11790 rsurface.batchnumvertices = numvertices;
11791 rsurface.batchfirsttriangle = 0;
11792 rsurface.batchnumtriangles = numtriangles;
11795 // q1bsp surfaces rendered in vertex color mode have to have colors
11796 // calculated based on lightstyles
11797 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11799 // generate color arrays for the surfaces in this list
11803 const int *offsets;
11804 const unsigned char *lm;
11806 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11807 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11808 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11809 for (i = 0;i < texturenumsurfaces;i++)
11811 surface = texturesurfacelist[i];
11812 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11813 surfacenumvertices = surface->num_vertices;
11814 if (surface->lightmapinfo->samples)
11816 for (j = 0;j < surfacenumvertices;j++)
11818 lm = surface->lightmapinfo->samples + offsets[j];
11819 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11820 VectorScale(lm, scale, c);
11821 if (surface->lightmapinfo->styles[1] != 255)
11823 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11825 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11826 VectorMA(c, scale, lm, c);
11827 if (surface->lightmapinfo->styles[2] != 255)
11830 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11831 VectorMA(c, scale, lm, c);
11832 if (surface->lightmapinfo->styles[3] != 255)
11835 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11836 VectorMA(c, scale, lm, c);
11843 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);
11849 for (j = 0;j < surfacenumvertices;j++)
11851 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11858 // if vertices are deformed (sprite flares and things in maps, possibly
11859 // water waves, bulges and other deformations), modify the copied vertices
11861 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11863 switch (deform->deform)
11866 case Q3DEFORM_PROJECTIONSHADOW:
11867 case Q3DEFORM_TEXT0:
11868 case Q3DEFORM_TEXT1:
11869 case Q3DEFORM_TEXT2:
11870 case Q3DEFORM_TEXT3:
11871 case Q3DEFORM_TEXT4:
11872 case Q3DEFORM_TEXT5:
11873 case Q3DEFORM_TEXT6:
11874 case Q3DEFORM_TEXT7:
11875 case Q3DEFORM_NONE:
11877 case Q3DEFORM_AUTOSPRITE:
11878 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11879 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11880 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11881 VectorNormalize(newforward);
11882 VectorNormalize(newright);
11883 VectorNormalize(newup);
11884 // a single autosprite surface can contain multiple sprites...
11885 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11887 VectorClear(center);
11888 for (i = 0;i < 4;i++)
11889 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11890 VectorScale(center, 0.25f, center);
11891 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11892 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11893 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11894 for (i = 0;i < 4;i++)
11896 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11897 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11900 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11901 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11902 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, r_smoothnormals_areaweighting.integer != 0);
11903 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11904 rsurface.batchvertex3f_vertexbuffer = NULL;
11905 rsurface.batchvertex3f_bufferoffset = 0;
11906 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11907 rsurface.batchsvector3f_vertexbuffer = NULL;
11908 rsurface.batchsvector3f_bufferoffset = 0;
11909 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11910 rsurface.batchtvector3f_vertexbuffer = NULL;
11911 rsurface.batchtvector3f_bufferoffset = 0;
11912 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11913 rsurface.batchnormal3f_vertexbuffer = NULL;
11914 rsurface.batchnormal3f_bufferoffset = 0;
11916 case Q3DEFORM_AUTOSPRITE2:
11917 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11918 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11919 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11920 VectorNormalize(newforward);
11921 VectorNormalize(newright);
11922 VectorNormalize(newup);
11924 const float *v1, *v2;
11934 memset(shortest, 0, sizeof(shortest));
11935 // a single autosprite surface can contain multiple sprites...
11936 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11938 VectorClear(center);
11939 for (i = 0;i < 4;i++)
11940 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11941 VectorScale(center, 0.25f, center);
11942 // find the two shortest edges, then use them to define the
11943 // axis vectors for rotating around the central axis
11944 for (i = 0;i < 6;i++)
11946 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11947 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11948 l = VectorDistance2(v1, v2);
11949 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11950 if (v1[2] != v2[2])
11951 l += (1.0f / 1024.0f);
11952 if (shortest[0].length2 > l || i == 0)
11954 shortest[1] = shortest[0];
11955 shortest[0].length2 = l;
11956 shortest[0].v1 = v1;
11957 shortest[0].v2 = v2;
11959 else if (shortest[1].length2 > l || i == 1)
11961 shortest[1].length2 = l;
11962 shortest[1].v1 = v1;
11963 shortest[1].v2 = v2;
11966 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11967 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11968 // this calculates the right vector from the shortest edge
11969 // and the up vector from the edge midpoints
11970 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11971 VectorNormalize(right);
11972 VectorSubtract(end, start, up);
11973 VectorNormalize(up);
11974 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11975 VectorSubtract(rsurface.localvieworigin, center, forward);
11976 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11977 VectorNegate(forward, forward);
11978 VectorReflect(forward, 0, up, forward);
11979 VectorNormalize(forward);
11980 CrossProduct(up, forward, newright);
11981 VectorNormalize(newright);
11982 // rotate the quad around the up axis vector, this is made
11983 // especially easy by the fact we know the quad is flat,
11984 // so we only have to subtract the center position and
11985 // measure distance along the right vector, and then
11986 // multiply that by the newright vector and add back the
11988 // we also need to subtract the old position to undo the
11989 // displacement from the center, which we do with a
11990 // DotProduct, the subtraction/addition of center is also
11991 // optimized into DotProducts here
11992 l = DotProduct(right, center);
11993 for (i = 0;i < 4;i++)
11995 v1 = rsurface.batchvertex3f + 3*(j+i);
11996 f = DotProduct(right, v1) - l;
11997 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
12001 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12002 rsurface.batchvertex3f_vertexbuffer = NULL;
12003 rsurface.batchvertex3f_bufferoffset = 0;
12004 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
12006 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12007 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12008 rsurface.batchnormal3f_vertexbuffer = NULL;
12009 rsurface.batchnormal3f_bufferoffset = 0;
12011 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12013 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, r_smoothnormals_areaweighting.integer != 0);
12014 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12015 rsurface.batchsvector3f_vertexbuffer = NULL;
12016 rsurface.batchsvector3f_bufferoffset = 0;
12017 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12018 rsurface.batchtvector3f_vertexbuffer = NULL;
12019 rsurface.batchtvector3f_bufferoffset = 0;
12022 case Q3DEFORM_NORMAL:
12023 // deform the normals to make reflections wavey
12024 for (j = 0;j < rsurface.batchnumvertices;j++)
12027 float *normal = rsurface.array_batchnormal3f + 3*j;
12028 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
12029 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
12030 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]);
12031 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]);
12032 VectorNormalize(normal);
12034 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12035 rsurface.batchnormal3f_vertexbuffer = NULL;
12036 rsurface.batchnormal3f_bufferoffset = 0;
12037 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12039 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, r_smoothnormals_areaweighting.integer != 0);
12040 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12041 rsurface.batchsvector3f_vertexbuffer = NULL;
12042 rsurface.batchsvector3f_bufferoffset = 0;
12043 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12044 rsurface.batchtvector3f_vertexbuffer = NULL;
12045 rsurface.batchtvector3f_bufferoffset = 0;
12048 case Q3DEFORM_WAVE:
12049 // deform vertex array to make wavey water and flags and such
12050 waveparms[0] = deform->waveparms[0];
12051 waveparms[1] = deform->waveparms[1];
12052 waveparms[2] = deform->waveparms[2];
12053 waveparms[3] = deform->waveparms[3];
12054 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12055 break; // if wavefunc is a nop, don't make a dynamic vertex array
12056 // this is how a divisor of vertex influence on deformation
12057 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12058 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12059 for (j = 0;j < rsurface.batchnumvertices;j++)
12061 // if the wavefunc depends on time, evaluate it per-vertex
12064 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12065 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12067 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12069 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12070 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12071 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12072 rsurface.batchvertex3f_vertexbuffer = NULL;
12073 rsurface.batchvertex3f_bufferoffset = 0;
12074 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12075 rsurface.batchnormal3f_vertexbuffer = NULL;
12076 rsurface.batchnormal3f_bufferoffset = 0;
12077 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12079 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, r_smoothnormals_areaweighting.integer != 0);
12080 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12081 rsurface.batchsvector3f_vertexbuffer = NULL;
12082 rsurface.batchsvector3f_bufferoffset = 0;
12083 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12084 rsurface.batchtvector3f_vertexbuffer = NULL;
12085 rsurface.batchtvector3f_bufferoffset = 0;
12088 case Q3DEFORM_BULGE:
12089 // deform vertex array to make the surface have moving bulges
12090 for (j = 0;j < rsurface.batchnumvertices;j++)
12092 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12093 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12095 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12096 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12097 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12098 rsurface.batchvertex3f_vertexbuffer = NULL;
12099 rsurface.batchvertex3f_bufferoffset = 0;
12100 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12101 rsurface.batchnormal3f_vertexbuffer = NULL;
12102 rsurface.batchnormal3f_bufferoffset = 0;
12103 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12105 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, r_smoothnormals_areaweighting.integer != 0);
12106 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12107 rsurface.batchsvector3f_vertexbuffer = NULL;
12108 rsurface.batchsvector3f_bufferoffset = 0;
12109 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12110 rsurface.batchtvector3f_vertexbuffer = NULL;
12111 rsurface.batchtvector3f_bufferoffset = 0;
12114 case Q3DEFORM_MOVE:
12115 // deform vertex array
12116 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12117 break; // if wavefunc is a nop, don't make a dynamic vertex array
12118 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12119 VectorScale(deform->parms, scale, waveparms);
12120 for (j = 0;j < rsurface.batchnumvertices;j++)
12121 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12122 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12123 rsurface.batchvertex3f_vertexbuffer = NULL;
12124 rsurface.batchvertex3f_bufferoffset = 0;
12129 // generate texcoords based on the chosen texcoord source
12130 switch(rsurface.texture->tcgen.tcgen)
12133 case Q3TCGEN_TEXTURE:
12135 case Q3TCGEN_LIGHTMAP:
12136 if (rsurface.batchtexcoordlightmap2f)
12137 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12138 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12139 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12140 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12142 case Q3TCGEN_VECTOR:
12143 for (j = 0;j < rsurface.batchnumvertices;j++)
12145 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12146 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12148 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12149 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12150 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12152 case Q3TCGEN_ENVIRONMENT:
12153 // make environment reflections using a spheremap
12154 for (j = 0;j < rsurface.batchnumvertices;j++)
12156 // identical to Q3A's method, but executed in worldspace so
12157 // carried models can be shiny too
12159 float viewer[3], d, reflected[3], worldreflected[3];
12161 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12162 // VectorNormalize(viewer);
12164 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12166 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12167 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12168 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12169 // note: this is proportinal to viewer, so we can normalize later
12171 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12172 VectorNormalize(worldreflected);
12174 // note: this sphere map only uses world x and z!
12175 // so positive and negative y will LOOK THE SAME.
12176 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12177 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12179 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12180 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12181 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12184 // the only tcmod that needs software vertex processing is turbulent, so
12185 // check for it here and apply the changes if needed
12186 // and we only support that as the first one
12187 // (handling a mixture of turbulent and other tcmods would be problematic
12188 // without punting it entirely to a software path)
12189 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12191 amplitude = rsurface.texture->tcmods[0].parms[1];
12192 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12193 for (j = 0;j < rsurface.batchnumvertices;j++)
12195 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);
12196 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12198 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12199 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12200 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12203 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12205 // convert the modified arrays to vertex structs
12206 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12207 rsurface.batchvertexmeshbuffer = NULL;
12208 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12209 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12210 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12211 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12212 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12213 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12214 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12216 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12218 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12219 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12222 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12223 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12224 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12225 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12226 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12227 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12228 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12229 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12230 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12233 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12235 // convert the modified arrays to vertex structs
12236 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12237 rsurface.batchvertexpositionbuffer = NULL;
12238 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12239 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12241 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12242 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12246 void RSurf_DrawBatch(void)
12248 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12249 // through the pipeline, killing it earlier in the pipeline would have
12250 // per-surface overhead rather than per-batch overhead, so it's best to
12251 // reject it here, before it hits glDraw.
12252 if (rsurface.batchnumtriangles == 0)
12255 // batch debugging code
12256 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12262 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12263 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12266 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12268 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12270 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12271 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12278 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);
12281 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12283 // pick the closest matching water plane
12284 int planeindex, vertexindex, bestplaneindex = -1;
12288 r_waterstate_waterplane_t *p;
12289 qboolean prepared = false;
12291 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12293 if(p->camera_entity != rsurface.texture->camera_entity)
12298 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12300 if(rsurface.batchnumvertices == 0)
12303 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12305 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12306 d += fabs(PlaneDiff(vert, &p->plane));
12308 if (bestd > d || bestplaneindex < 0)
12311 bestplaneindex = planeindex;
12314 return bestplaneindex;
12315 // NOTE: this MAY return a totally unrelated water plane; we can ignore
12316 // this situation though, as it might be better to render single larger
12317 // batches with useless stuff (backface culled for example) than to
12318 // render multiple smaller batches
12321 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12324 for (i = 0;i < rsurface.batchnumvertices;i++)
12325 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12326 rsurface.passcolor4f = rsurface.array_passcolor4f;
12327 rsurface.passcolor4f_vertexbuffer = 0;
12328 rsurface.passcolor4f_bufferoffset = 0;
12331 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12338 if (rsurface.passcolor4f)
12340 // generate color arrays
12341 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)
12343 f = RSurf_FogVertex(v);
12352 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12354 f = RSurf_FogVertex(v);
12361 rsurface.passcolor4f = rsurface.array_passcolor4f;
12362 rsurface.passcolor4f_vertexbuffer = 0;
12363 rsurface.passcolor4f_bufferoffset = 0;
12366 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12373 if (!rsurface.passcolor4f)
12375 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)
12377 f = RSurf_FogVertex(v);
12378 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12379 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12380 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12383 rsurface.passcolor4f = rsurface.array_passcolor4f;
12384 rsurface.passcolor4f_vertexbuffer = 0;
12385 rsurface.passcolor4f_bufferoffset = 0;
12388 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12393 if (!rsurface.passcolor4f)
12395 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12402 rsurface.passcolor4f = rsurface.array_passcolor4f;
12403 rsurface.passcolor4f_vertexbuffer = 0;
12404 rsurface.passcolor4f_bufferoffset = 0;
12407 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12412 if (!rsurface.passcolor4f)
12414 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12416 c2[0] = c[0] + r_refdef.scene.ambient;
12417 c2[1] = c[1] + r_refdef.scene.ambient;
12418 c2[2] = c[2] + r_refdef.scene.ambient;
12421 rsurface.passcolor4f = rsurface.array_passcolor4f;
12422 rsurface.passcolor4f_vertexbuffer = 0;
12423 rsurface.passcolor4f_bufferoffset = 0;
12426 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12429 rsurface.passcolor4f = NULL;
12430 rsurface.passcolor4f_vertexbuffer = 0;
12431 rsurface.passcolor4f_bufferoffset = 0;
12432 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12433 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12434 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12435 GL_Color(r, g, b, a);
12436 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12440 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12442 // TODO: optimize applyfog && applycolor case
12443 // just apply fog if necessary, and tint the fog color array if necessary
12444 rsurface.passcolor4f = NULL;
12445 rsurface.passcolor4f_vertexbuffer = 0;
12446 rsurface.passcolor4f_bufferoffset = 0;
12447 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12448 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12449 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12450 GL_Color(r, g, b, a);
12454 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12457 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12458 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12459 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12460 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12461 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12462 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12463 GL_Color(r, g, b, a);
12467 static void RSurf_DrawBatch_GL11_ClampColor(void)
12472 if (!rsurface.passcolor4f)
12474 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12476 c2[0] = bound(0.0f, c1[0], 1.0f);
12477 c2[1] = bound(0.0f, c1[1], 1.0f);
12478 c2[2] = bound(0.0f, c1[2], 1.0f);
12479 c2[3] = bound(0.0f, c1[3], 1.0f);
12483 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12493 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)
12495 f = -DotProduct(r_refdef.view.forward, n);
12497 f = f * 0.85 + 0.15; // work around so stuff won't get black
12498 f *= r_refdef.lightmapintensity;
12499 Vector4Set(c, f, f, f, 1);
12502 rsurface.passcolor4f = rsurface.array_passcolor4f;
12503 rsurface.passcolor4f_vertexbuffer = 0;
12504 rsurface.passcolor4f_bufferoffset = 0;
12507 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12509 RSurf_DrawBatch_GL11_ApplyFakeLight();
12510 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12511 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12512 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12513 GL_Color(r, g, b, a);
12517 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12525 vec3_t ambientcolor;
12526 vec3_t diffusecolor;
12530 VectorCopy(rsurface.modellight_lightdir, lightdir);
12531 f = 0.5f * r_refdef.lightmapintensity;
12532 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12533 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12534 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12535 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12536 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12537 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12539 if (VectorLength2(diffusecolor) > 0)
12541 // q3-style directional shading
12542 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)
12544 if ((f = DotProduct(n, lightdir)) > 0)
12545 VectorMA(ambientcolor, f, diffusecolor, c);
12547 VectorCopy(ambientcolor, c);
12554 rsurface.passcolor4f = rsurface.array_passcolor4f;
12555 rsurface.passcolor4f_vertexbuffer = 0;
12556 rsurface.passcolor4f_bufferoffset = 0;
12557 *applycolor = false;
12561 *r = ambientcolor[0];
12562 *g = ambientcolor[1];
12563 *b = ambientcolor[2];
12564 rsurface.passcolor4f = NULL;
12565 rsurface.passcolor4f_vertexbuffer = 0;
12566 rsurface.passcolor4f_bufferoffset = 0;
12570 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12572 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12573 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12574 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12575 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12576 GL_Color(r, g, b, a);
12580 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12586 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12588 f = 1 - RSurf_FogVertex(v);
12596 void RSurf_SetupDepthAndCulling(void)
12598 // submodels are biased to avoid z-fighting with world surfaces that they
12599 // may be exactly overlapping (avoids z-fighting artifacts on certain
12600 // doors and things in Quake maps)
12601 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12602 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12603 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12604 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12607 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12609 // transparent sky would be ridiculous
12610 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12612 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12613 skyrenderlater = true;
12614 RSurf_SetupDepthAndCulling();
12615 GL_DepthMask(true);
12616 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12617 // skymasking on them, and Quake3 never did sky masking (unlike
12618 // software Quake and software Quake2), so disable the sky masking
12619 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12620 // and skymasking also looks very bad when noclipping outside the
12621 // level, so don't use it then either.
12622 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12624 R_Mesh_ResetTextureState();
12625 if (skyrendermasked)
12627 R_SetupShader_DepthOrShadow();
12628 // depth-only (masking)
12629 GL_ColorMask(0,0,0,0);
12630 // just to make sure that braindead drivers don't draw
12631 // anything despite that colormask...
12632 GL_BlendFunc(GL_ZERO, GL_ONE);
12633 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12634 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12638 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12640 GL_BlendFunc(GL_ONE, GL_ZERO);
12641 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12642 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12643 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12646 if (skyrendermasked)
12647 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12649 R_Mesh_ResetTextureState();
12650 GL_Color(1, 1, 1, 1);
12653 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12654 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12655 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12657 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12661 // render screenspace normalmap to texture
12662 GL_DepthMask(true);
12663 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12668 // bind lightmap texture
12670 // water/refraction/reflection/camera surfaces have to be handled specially
12671 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12673 int start, end, startplaneindex;
12674 for (start = 0;start < texturenumsurfaces;start = end)
12676 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12677 if(startplaneindex < 0)
12679 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
12680 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12684 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12686 // now that we have a batch using the same planeindex, render it
12687 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12689 // render water or distortion background
12690 GL_DepthMask(true);
12691 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));
12693 // blend surface on top
12694 GL_DepthMask(false);
12695 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12698 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
12700 // render surface with reflection texture as input
12701 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12702 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));
12709 // render surface batch normally
12710 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12711 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12715 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12717 // OpenGL 1.3 path - anything not completely ancient
12718 qboolean applycolor;
12721 const texturelayer_t *layer;
12722 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);
12723 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12725 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12728 int layertexrgbscale;
12729 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12731 if (layerindex == 0)
12732 GL_AlphaTest(true);
12735 GL_AlphaTest(false);
12736 GL_DepthFunc(GL_EQUAL);
12739 GL_DepthMask(layer->depthmask && writedepth);
12740 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12741 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12743 layertexrgbscale = 4;
12744 VectorScale(layer->color, 0.25f, layercolor);
12746 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12748 layertexrgbscale = 2;
12749 VectorScale(layer->color, 0.5f, layercolor);
12753 layertexrgbscale = 1;
12754 VectorScale(layer->color, 1.0f, layercolor);
12756 layercolor[3] = layer->color[3];
12757 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12758 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12759 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12760 switch (layer->type)
12762 case TEXTURELAYERTYPE_LITTEXTURE:
12763 // single-pass lightmapped texture with 2x rgbscale
12764 R_Mesh_TexBind(0, r_texture_white);
12765 R_Mesh_TexMatrix(0, NULL);
12766 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12767 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12768 R_Mesh_TexBind(1, layer->texture);
12769 R_Mesh_TexMatrix(1, &layer->texmatrix);
12770 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12771 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12773 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12774 else if (FAKELIGHT_ENABLED)
12775 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12776 else if (rsurface.uselightmaptexture)
12777 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12779 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12781 case TEXTURELAYERTYPE_TEXTURE:
12782 // singletexture unlit texture with transparency support
12783 R_Mesh_TexBind(0, layer->texture);
12784 R_Mesh_TexMatrix(0, &layer->texmatrix);
12785 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12786 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12787 R_Mesh_TexBind(1, 0);
12788 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12789 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12791 case TEXTURELAYERTYPE_FOG:
12792 // singletexture fogging
12793 if (layer->texture)
12795 R_Mesh_TexBind(0, layer->texture);
12796 R_Mesh_TexMatrix(0, &layer->texmatrix);
12797 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12798 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12802 R_Mesh_TexBind(0, 0);
12803 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12805 R_Mesh_TexBind(1, 0);
12806 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12807 // generate a color array for the fog pass
12808 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12809 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12813 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12816 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12818 GL_DepthFunc(GL_LEQUAL);
12819 GL_AlphaTest(false);
12823 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12825 // OpenGL 1.1 - crusty old voodoo path
12828 const texturelayer_t *layer;
12829 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);
12830 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12832 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12834 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12836 if (layerindex == 0)
12837 GL_AlphaTest(true);
12840 GL_AlphaTest(false);
12841 GL_DepthFunc(GL_EQUAL);
12844 GL_DepthMask(layer->depthmask && writedepth);
12845 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12846 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12847 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12848 switch (layer->type)
12850 case TEXTURELAYERTYPE_LITTEXTURE:
12851 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12853 // two-pass lit texture with 2x rgbscale
12854 // first the lightmap pass
12855 R_Mesh_TexBind(0, r_texture_white);
12856 R_Mesh_TexMatrix(0, NULL);
12857 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12858 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12859 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12860 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12861 else if (FAKELIGHT_ENABLED)
12862 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12863 else if (rsurface.uselightmaptexture)
12864 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12866 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12867 // then apply the texture to it
12868 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12869 R_Mesh_TexBind(0, layer->texture);
12870 R_Mesh_TexMatrix(0, &layer->texmatrix);
12871 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12872 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12873 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);
12877 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12878 R_Mesh_TexBind(0, layer->texture);
12879 R_Mesh_TexMatrix(0, &layer->texmatrix);
12880 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12881 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12883 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);
12885 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);
12888 case TEXTURELAYERTYPE_TEXTURE:
12889 // singletexture unlit texture with transparency support
12890 R_Mesh_TexBind(0, layer->texture);
12891 R_Mesh_TexMatrix(0, &layer->texmatrix);
12892 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12893 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12894 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);
12896 case TEXTURELAYERTYPE_FOG:
12897 // singletexture fogging
12898 if (layer->texture)
12900 R_Mesh_TexBind(0, layer->texture);
12901 R_Mesh_TexMatrix(0, &layer->texmatrix);
12902 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12903 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12907 R_Mesh_TexBind(0, 0);
12908 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12910 // generate a color array for the fog pass
12911 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12912 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12916 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12919 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12921 GL_DepthFunc(GL_LEQUAL);
12922 GL_AlphaTest(false);
12926 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12930 r_vertexgeneric_t *batchvertex;
12933 GL_AlphaTest(false);
12934 // R_Mesh_ResetTextureState();
12935 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12937 if(rsurface.texture && rsurface.texture->currentskinframe)
12939 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12940 c[3] *= rsurface.texture->currentalpha;
12950 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12952 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12953 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12954 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12957 // brighten it up (as texture value 127 means "unlit")
12958 c[0] *= 2 * r_refdef.view.colorscale;
12959 c[1] *= 2 * r_refdef.view.colorscale;
12960 c[2] *= 2 * r_refdef.view.colorscale;
12962 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12963 c[3] *= r_wateralpha.value;
12965 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12967 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12968 GL_DepthMask(false);
12970 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12972 GL_BlendFunc(GL_ONE, GL_ONE);
12973 GL_DepthMask(false);
12975 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12977 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12978 GL_DepthMask(false);
12980 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12982 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12983 GL_DepthMask(false);
12987 GL_BlendFunc(GL_ONE, GL_ZERO);
12988 GL_DepthMask(writedepth);
12991 if (r_showsurfaces.integer == 3)
12993 rsurface.passcolor4f = NULL;
12995 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12999 rsurface.passcolor4f = NULL;
13000 rsurface.passcolor4f_vertexbuffer = 0;
13001 rsurface.passcolor4f_bufferoffset = 0;
13003 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
13005 qboolean applycolor = true;
13008 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13010 r_refdef.lightmapintensity = 1;
13011 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
13012 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
13014 else if (FAKELIGHT_ENABLED)
13016 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13018 r_refdef.lightmapintensity = r_fakelight_intensity.value;
13019 RSurf_DrawBatch_GL11_ApplyFakeLight();
13020 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
13024 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13026 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
13027 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
13028 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
13031 if(!rsurface.passcolor4f)
13032 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
13034 RSurf_DrawBatch_GL11_ApplyAmbient();
13035 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
13036 if(r_refdef.fogenabled)
13037 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
13038 RSurf_DrawBatch_GL11_ClampColor();
13040 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
13041 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13044 else if (!r_refdef.view.showdebug)
13046 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13047 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13048 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13050 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13051 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13053 R_Mesh_PrepareVertices_Generic_Unlock();
13056 else if (r_showsurfaces.integer == 4)
13058 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13059 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13060 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13062 unsigned char c = vi << 3;
13063 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13064 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13066 R_Mesh_PrepareVertices_Generic_Unlock();
13069 else if (r_showsurfaces.integer == 2)
13072 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13073 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13074 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13076 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13077 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13078 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13079 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13080 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13081 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13082 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13084 R_Mesh_PrepareVertices_Generic_Unlock();
13085 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13089 int texturesurfaceindex;
13091 const msurface_t *surface;
13092 unsigned char surfacecolor4ub[4];
13093 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13094 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13096 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13098 surface = texturesurfacelist[texturesurfaceindex];
13099 k = (int)(((size_t)surface) / sizeof(msurface_t));
13100 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13101 for (j = 0;j < surface->num_vertices;j++)
13103 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13104 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13108 R_Mesh_PrepareVertices_Generic_Unlock();
13113 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13116 RSurf_SetupDepthAndCulling();
13117 if (r_showsurfaces.integer)
13119 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13122 switch (vid.renderpath)
13124 case RENDERPATH_GL20:
13125 case RENDERPATH_CGGL:
13126 case RENDERPATH_D3D9:
13127 case RENDERPATH_D3D10:
13128 case RENDERPATH_D3D11:
13129 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13131 case RENDERPATH_GL13:
13132 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13134 case RENDERPATH_GL11:
13135 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13141 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13144 RSurf_SetupDepthAndCulling();
13145 if (r_showsurfaces.integer)
13147 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13150 switch (vid.renderpath)
13152 case RENDERPATH_GL20:
13153 case RENDERPATH_CGGL:
13154 case RENDERPATH_D3D9:
13155 case RENDERPATH_D3D10:
13156 case RENDERPATH_D3D11:
13157 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13159 case RENDERPATH_GL13:
13160 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13162 case RENDERPATH_GL11:
13163 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13169 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13172 int texturenumsurfaces, endsurface;
13173 texture_t *texture;
13174 const msurface_t *surface;
13175 #define MAXBATCH_TRANSPARENTSURFACES 256
13176 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13178 // if the model is static it doesn't matter what value we give for
13179 // wantnormals and wanttangents, so this logic uses only rules applicable
13180 // to a model, knowing that they are meaningless otherwise
13181 if (ent == r_refdef.scene.worldentity)
13182 RSurf_ActiveWorldEntity();
13183 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13184 RSurf_ActiveModelEntity(ent, false, false, false);
13187 switch (vid.renderpath)
13189 case RENDERPATH_GL20:
13190 case RENDERPATH_CGGL:
13191 case RENDERPATH_D3D9:
13192 case RENDERPATH_D3D10:
13193 case RENDERPATH_D3D11:
13194 RSurf_ActiveModelEntity(ent, true, true, false);
13196 case RENDERPATH_GL13:
13197 case RENDERPATH_GL11:
13198 RSurf_ActiveModelEntity(ent, true, false, false);
13203 if (r_transparentdepthmasking.integer)
13205 qboolean setup = false;
13206 for (i = 0;i < numsurfaces;i = j)
13209 surface = rsurface.modelsurfaces + surfacelist[i];
13210 texture = surface->texture;
13211 rsurface.texture = R_GetCurrentTexture(texture);
13212 rsurface.lightmaptexture = NULL;
13213 rsurface.deluxemaptexture = NULL;
13214 rsurface.uselightmaptexture = false;
13215 // scan ahead until we find a different texture
13216 endsurface = min(i + 1024, numsurfaces);
13217 texturenumsurfaces = 0;
13218 texturesurfacelist[texturenumsurfaces++] = surface;
13219 for (;j < endsurface;j++)
13221 surface = rsurface.modelsurfaces + surfacelist[j];
13222 if (texture != surface->texture)
13224 texturesurfacelist[texturenumsurfaces++] = surface;
13226 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13228 // render the range of surfaces as depth
13232 GL_ColorMask(0,0,0,0);
13234 GL_DepthTest(true);
13235 GL_BlendFunc(GL_ONE, GL_ZERO);
13236 GL_DepthMask(true);
13237 GL_AlphaTest(false);
13238 // R_Mesh_ResetTextureState();
13239 R_SetupShader_DepthOrShadow();
13241 RSurf_SetupDepthAndCulling();
13242 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13243 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13247 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13250 for (i = 0;i < numsurfaces;i = j)
13253 surface = rsurface.modelsurfaces + surfacelist[i];
13254 texture = surface->texture;
13255 rsurface.texture = R_GetCurrentTexture(texture);
13256 // scan ahead until we find a different texture
13257 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13258 texturenumsurfaces = 0;
13259 texturesurfacelist[texturenumsurfaces++] = surface;
13260 if(FAKELIGHT_ENABLED)
13262 rsurface.lightmaptexture = NULL;
13263 rsurface.deluxemaptexture = NULL;
13264 rsurface.uselightmaptexture = false;
13265 for (;j < endsurface;j++)
13267 surface = rsurface.modelsurfaces + surfacelist[j];
13268 if (texture != surface->texture)
13270 texturesurfacelist[texturenumsurfaces++] = surface;
13275 rsurface.lightmaptexture = surface->lightmaptexture;
13276 rsurface.deluxemaptexture = surface->deluxemaptexture;
13277 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13278 for (;j < endsurface;j++)
13280 surface = rsurface.modelsurfaces + surfacelist[j];
13281 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13283 texturesurfacelist[texturenumsurfaces++] = surface;
13286 // render the range of surfaces
13287 if (ent == r_refdef.scene.worldentity)
13288 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13290 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13292 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13293 GL_AlphaTest(false);
13296 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13298 // transparent surfaces get pushed off into the transparent queue
13299 int surfacelistindex;
13300 const msurface_t *surface;
13301 vec3_t tempcenter, center;
13302 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13304 surface = texturesurfacelist[surfacelistindex];
13305 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13306 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13307 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13308 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13309 if (queueentity->transparent_offset) // transparent offset
13311 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13312 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13313 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13315 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13319 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13321 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13323 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13325 RSurf_SetupDepthAndCulling();
13326 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13327 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13331 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13333 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13336 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13339 if (!rsurface.texture->currentnumlayers)
13341 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13342 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13344 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13346 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13347 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13348 else if (!rsurface.texture->currentnumlayers)
13350 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13352 // in the deferred case, transparent surfaces were queued during prepass
13353 if (!r_shadow_usingdeferredprepass)
13354 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13358 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13359 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13364 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13367 texture_t *texture;
13368 // break the surface list down into batches by texture and use of lightmapping
13369 for (i = 0;i < numsurfaces;i = j)
13372 // texture is the base texture pointer, rsurface.texture is the
13373 // current frame/skin the texture is directing us to use (for example
13374 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13375 // use skin 1 instead)
13376 texture = surfacelist[i]->texture;
13377 rsurface.texture = R_GetCurrentTexture(texture);
13378 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13380 // if this texture is not the kind we want, skip ahead to the next one
13381 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13385 if(FAKELIGHT_ENABLED || depthonly || prepass)
13387 rsurface.lightmaptexture = NULL;
13388 rsurface.deluxemaptexture = NULL;
13389 rsurface.uselightmaptexture = false;
13390 // simply scan ahead until we find a different texture or lightmap state
13391 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13396 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13397 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13398 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13399 // simply scan ahead until we find a different texture or lightmap state
13400 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13403 // render the range of surfaces
13404 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13408 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13412 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13415 if (!rsurface.texture->currentnumlayers)
13417 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13418 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13420 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13422 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13423 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13424 else if (!rsurface.texture->currentnumlayers)
13426 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13428 // in the deferred case, transparent surfaces were queued during prepass
13429 if (!r_shadow_usingdeferredprepass)
13430 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13434 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13435 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13440 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13443 texture_t *texture;
13444 // break the surface list down into batches by texture and use of lightmapping
13445 for (i = 0;i < numsurfaces;i = j)
13448 // texture is the base texture pointer, rsurface.texture is the
13449 // current frame/skin the texture is directing us to use (for example
13450 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13451 // use skin 1 instead)
13452 texture = surfacelist[i]->texture;
13453 rsurface.texture = R_GetCurrentTexture(texture);
13454 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13456 // if this texture is not the kind we want, skip ahead to the next one
13457 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13461 if(FAKELIGHT_ENABLED || depthonly || prepass)
13463 rsurface.lightmaptexture = NULL;
13464 rsurface.deluxemaptexture = NULL;
13465 rsurface.uselightmaptexture = false;
13466 // simply scan ahead until we find a different texture or lightmap state
13467 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13472 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13473 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13474 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13475 // simply scan ahead until we find a different texture or lightmap state
13476 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13479 // render the range of surfaces
13480 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13484 float locboxvertex3f[6*4*3] =
13486 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13487 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13488 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13489 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13490 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13491 1,0,0, 0,0,0, 0,1,0, 1,1,0
13494 unsigned short locboxelements[6*2*3] =
13499 12,13,14, 12,14,15,
13500 16,17,18, 16,18,19,
13504 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13507 cl_locnode_t *loc = (cl_locnode_t *)ent;
13509 float vertex3f[6*4*3];
13511 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13512 GL_DepthMask(false);
13513 GL_DepthRange(0, 1);
13514 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13515 GL_DepthTest(true);
13516 GL_CullFace(GL_NONE);
13517 R_EntityMatrix(&identitymatrix);
13519 // R_Mesh_ResetTextureState();
13521 i = surfacelist[0];
13522 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13523 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13524 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13525 surfacelist[0] < 0 ? 0.5f : 0.125f);
13527 if (VectorCompare(loc->mins, loc->maxs))
13529 VectorSet(size, 2, 2, 2);
13530 VectorMA(loc->mins, -0.5f, size, mins);
13534 VectorCopy(loc->mins, mins);
13535 VectorSubtract(loc->maxs, loc->mins, size);
13538 for (i = 0;i < 6*4*3;)
13539 for (j = 0;j < 3;j++, i++)
13540 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13542 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13543 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13544 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13547 void R_DrawLocs(void)
13550 cl_locnode_t *loc, *nearestloc;
13552 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13553 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13555 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13556 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13560 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13562 if (decalsystem->decals)
13563 Mem_Free(decalsystem->decals);
13564 memset(decalsystem, 0, sizeof(*decalsystem));
13567 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)
13570 tridecal_t *decals;
13573 // expand or initialize the system
13574 if (decalsystem->maxdecals <= decalsystem->numdecals)
13576 decalsystem_t old = *decalsystem;
13577 qboolean useshortelements;
13578 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13579 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13580 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)));
13581 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13582 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13583 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13584 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13585 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13586 if (decalsystem->numdecals)
13587 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13589 Mem_Free(old.decals);
13590 for (i = 0;i < decalsystem->maxdecals*3;i++)
13591 decalsystem->element3i[i] = i;
13592 if (useshortelements)
13593 for (i = 0;i < decalsystem->maxdecals*3;i++)
13594 decalsystem->element3s[i] = i;
13597 // grab a decal and search for another free slot for the next one
13598 decals = decalsystem->decals;
13599 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13600 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13602 decalsystem->freedecal = i;
13603 if (decalsystem->numdecals <= i)
13604 decalsystem->numdecals = i + 1;
13606 // initialize the decal
13608 decal->triangleindex = triangleindex;
13609 decal->surfaceindex = surfaceindex;
13610 decal->decalsequence = decalsequence;
13611 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13612 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13613 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13614 decal->color4ub[0][3] = 255;
13615 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13616 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13617 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13618 decal->color4ub[1][3] = 255;
13619 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13620 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13621 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13622 decal->color4ub[2][3] = 255;
13623 decal->vertex3f[0][0] = v0[0];
13624 decal->vertex3f[0][1] = v0[1];
13625 decal->vertex3f[0][2] = v0[2];
13626 decal->vertex3f[1][0] = v1[0];
13627 decal->vertex3f[1][1] = v1[1];
13628 decal->vertex3f[1][2] = v1[2];
13629 decal->vertex3f[2][0] = v2[0];
13630 decal->vertex3f[2][1] = v2[1];
13631 decal->vertex3f[2][2] = v2[2];
13632 decal->texcoord2f[0][0] = t0[0];
13633 decal->texcoord2f[0][1] = t0[1];
13634 decal->texcoord2f[1][0] = t1[0];
13635 decal->texcoord2f[1][1] = t1[1];
13636 decal->texcoord2f[2][0] = t2[0];
13637 decal->texcoord2f[2][1] = t2[1];
13640 extern cvar_t cl_decals_bias;
13641 extern cvar_t cl_decals_models;
13642 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13643 // baseparms, parms, temps
13644 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)
13649 const float *vertex3f;
13651 float points[2][9][3];
13658 e = rsurface.modelelement3i + 3*triangleindex;
13660 vertex3f = rsurface.modelvertex3f;
13662 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13664 index = 3*e[cornerindex];
13665 VectorCopy(vertex3f + index, v[cornerindex]);
13668 //TriangleNormal(v[0], v[1], v[2], normal);
13669 //if (DotProduct(normal, localnormal) < 0.0f)
13671 // clip by each of the box planes formed from the projection matrix
13672 // if anything survives, we emit the decal
13673 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]);
13676 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]);
13679 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]);
13682 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]);
13685 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]);
13688 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]);
13691 // some part of the triangle survived, so we have to accept it...
13694 // dynamic always uses the original triangle
13696 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13698 index = 3*e[cornerindex];
13699 VectorCopy(vertex3f + index, v[cornerindex]);
13702 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13704 // convert vertex positions to texcoords
13705 Matrix4x4_Transform(projection, v[cornerindex], temp);
13706 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13707 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13708 // calculate distance fade from the projection origin
13709 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13710 f = bound(0.0f, f, 1.0f);
13711 c[cornerindex][0] = r * f;
13712 c[cornerindex][1] = g * f;
13713 c[cornerindex][2] = b * f;
13714 c[cornerindex][3] = 1.0f;
13715 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13718 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);
13720 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13721 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);
13723 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)
13725 matrix4x4_t projection;
13726 decalsystem_t *decalsystem;
13729 const msurface_t *surface;
13730 const msurface_t *surfaces;
13731 const int *surfacelist;
13732 const texture_t *texture;
13734 int numsurfacelist;
13735 int surfacelistindex;
13738 float localorigin[3];
13739 float localnormal[3];
13740 float localmins[3];
13741 float localmaxs[3];
13744 float planes[6][4];
13747 int bih_triangles_count;
13748 int bih_triangles[256];
13749 int bih_surfaces[256];
13751 decalsystem = &ent->decalsystem;
13752 model = ent->model;
13753 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13755 R_DecalSystem_Reset(&ent->decalsystem);
13759 if (!model->brush.data_leafs && !cl_decals_models.integer)
13761 if (decalsystem->model)
13762 R_DecalSystem_Reset(decalsystem);
13766 if (decalsystem->model != model)
13767 R_DecalSystem_Reset(decalsystem);
13768 decalsystem->model = model;
13770 RSurf_ActiveModelEntity(ent, false, false, false);
13772 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13773 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13774 VectorNormalize(localnormal);
13775 localsize = worldsize*rsurface.inversematrixscale;
13776 localmins[0] = localorigin[0] - localsize;
13777 localmins[1] = localorigin[1] - localsize;
13778 localmins[2] = localorigin[2] - localsize;
13779 localmaxs[0] = localorigin[0] + localsize;
13780 localmaxs[1] = localorigin[1] + localsize;
13781 localmaxs[2] = localorigin[2] + localsize;
13783 //VectorCopy(localnormal, planes[4]);
13784 //VectorVectors(planes[4], planes[2], planes[0]);
13785 AnglesFromVectors(angles, localnormal, NULL, false);
13786 AngleVectors(angles, planes[0], planes[2], planes[4]);
13787 VectorNegate(planes[0], planes[1]);
13788 VectorNegate(planes[2], planes[3]);
13789 VectorNegate(planes[4], planes[5]);
13790 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13791 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13792 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13793 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13794 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13795 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13800 matrix4x4_t forwardprojection;
13801 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13802 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13807 float projectionvector[4][3];
13808 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13809 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13810 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13811 projectionvector[0][0] = planes[0][0] * ilocalsize;
13812 projectionvector[0][1] = planes[1][0] * ilocalsize;
13813 projectionvector[0][2] = planes[2][0] * ilocalsize;
13814 projectionvector[1][0] = planes[0][1] * ilocalsize;
13815 projectionvector[1][1] = planes[1][1] * ilocalsize;
13816 projectionvector[1][2] = planes[2][1] * ilocalsize;
13817 projectionvector[2][0] = planes[0][2] * ilocalsize;
13818 projectionvector[2][1] = planes[1][2] * ilocalsize;
13819 projectionvector[2][2] = planes[2][2] * ilocalsize;
13820 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13821 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13822 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13823 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13827 dynamic = model->surfmesh.isanimated;
13828 numsurfacelist = model->nummodelsurfaces;
13829 surfacelist = model->sortedmodelsurfaces;
13830 surfaces = model->data_surfaces;
13833 bih_triangles_count = -1;
13836 if(model->render_bih.numleafs)
13837 bih = &model->render_bih;
13838 else if(model->collision_bih.numleafs)
13839 bih = &model->collision_bih;
13842 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13843 if(bih_triangles_count == 0)
13845 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13847 if(bih_triangles_count > 0)
13849 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13851 surfaceindex = bih_surfaces[triangleindex];
13852 surface = surfaces + surfaceindex;
13853 texture = surface->texture;
13854 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13856 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13858 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13863 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13865 surfaceindex = surfacelist[surfacelistindex];
13866 surface = surfaces + surfaceindex;
13867 // check cull box first because it rejects more than any other check
13868 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13870 // skip transparent surfaces
13871 texture = surface->texture;
13872 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13874 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13876 numtriangles = surface->num_triangles;
13877 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13878 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13883 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13884 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)
13886 int renderentityindex;
13887 float worldmins[3];
13888 float worldmaxs[3];
13889 entity_render_t *ent;
13891 if (!cl_decals_newsystem.integer)
13894 worldmins[0] = worldorigin[0] - worldsize;
13895 worldmins[1] = worldorigin[1] - worldsize;
13896 worldmins[2] = worldorigin[2] - worldsize;
13897 worldmaxs[0] = worldorigin[0] + worldsize;
13898 worldmaxs[1] = worldorigin[1] + worldsize;
13899 worldmaxs[2] = worldorigin[2] + worldsize;
13901 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13903 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13905 ent = r_refdef.scene.entities[renderentityindex];
13906 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13909 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13913 typedef struct r_decalsystem_splatqueue_s
13915 vec3_t worldorigin;
13916 vec3_t worldnormal;
13922 r_decalsystem_splatqueue_t;
13924 int r_decalsystem_numqueued = 0;
13925 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13927 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)
13929 r_decalsystem_splatqueue_t *queue;
13931 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13934 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13935 VectorCopy(worldorigin, queue->worldorigin);
13936 VectorCopy(worldnormal, queue->worldnormal);
13937 Vector4Set(queue->color, r, g, b, a);
13938 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13939 queue->worldsize = worldsize;
13940 queue->decalsequence = cl.decalsequence++;
13943 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13946 r_decalsystem_splatqueue_t *queue;
13948 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13949 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);
13950 r_decalsystem_numqueued = 0;
13953 extern cvar_t cl_decals_max;
13954 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13957 decalsystem_t *decalsystem = &ent->decalsystem;
13964 if (!decalsystem->numdecals)
13967 if (r_showsurfaces.integer)
13970 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13972 R_DecalSystem_Reset(decalsystem);
13976 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13977 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13979 if (decalsystem->lastupdatetime)
13980 frametime = (cl.time - decalsystem->lastupdatetime);
13983 decalsystem->lastupdatetime = cl.time;
13984 decal = decalsystem->decals;
13985 numdecals = decalsystem->numdecals;
13987 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13989 if (decal->color4ub[0][3])
13991 decal->lived += frametime;
13992 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13994 memset(decal, 0, sizeof(*decal));
13995 if (decalsystem->freedecal > i)
13996 decalsystem->freedecal = i;
14000 decal = decalsystem->decals;
14001 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
14004 // collapse the array by shuffling the tail decals into the gaps
14007 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
14008 decalsystem->freedecal++;
14009 if (decalsystem->freedecal == numdecals)
14011 decal[decalsystem->freedecal] = decal[--numdecals];
14014 decalsystem->numdecals = numdecals;
14016 if (numdecals <= 0)
14018 // if there are no decals left, reset decalsystem
14019 R_DecalSystem_Reset(decalsystem);
14023 extern skinframe_t *decalskinframe;
14024 static void R_DrawModelDecals_Entity(entity_render_t *ent)
14027 decalsystem_t *decalsystem = &ent->decalsystem;
14036 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
14039 numdecals = decalsystem->numdecals;
14043 if (r_showsurfaces.integer)
14046 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14048 R_DecalSystem_Reset(decalsystem);
14052 // if the model is static it doesn't matter what value we give for
14053 // wantnormals and wanttangents, so this logic uses only rules applicable
14054 // to a model, knowing that they are meaningless otherwise
14055 if (ent == r_refdef.scene.worldentity)
14056 RSurf_ActiveWorldEntity();
14058 RSurf_ActiveModelEntity(ent, false, false, false);
14060 decalsystem->lastupdatetime = cl.time;
14061 decal = decalsystem->decals;
14063 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14065 // update vertex positions for animated models
14066 v3f = decalsystem->vertex3f;
14067 c4f = decalsystem->color4f;
14068 t2f = decalsystem->texcoord2f;
14069 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14071 if (!decal->color4ub[0][3])
14074 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14077 // update color values for fading decals
14078 if (decal->lived >= cl_decals_time.value)
14080 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14081 alpha *= (1.0f/255.0f);
14084 alpha = 1.0f/255.0f;
14086 c4f[ 0] = decal->color4ub[0][0] * alpha;
14087 c4f[ 1] = decal->color4ub[0][1] * alpha;
14088 c4f[ 2] = decal->color4ub[0][2] * alpha;
14090 c4f[ 4] = decal->color4ub[1][0] * alpha;
14091 c4f[ 5] = decal->color4ub[1][1] * alpha;
14092 c4f[ 6] = decal->color4ub[1][2] * alpha;
14094 c4f[ 8] = decal->color4ub[2][0] * alpha;
14095 c4f[ 9] = decal->color4ub[2][1] * alpha;
14096 c4f[10] = decal->color4ub[2][2] * alpha;
14099 t2f[0] = decal->texcoord2f[0][0];
14100 t2f[1] = decal->texcoord2f[0][1];
14101 t2f[2] = decal->texcoord2f[1][0];
14102 t2f[3] = decal->texcoord2f[1][1];
14103 t2f[4] = decal->texcoord2f[2][0];
14104 t2f[5] = decal->texcoord2f[2][1];
14106 // update vertex positions for animated models
14107 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14109 e = rsurface.modelelement3i + 3*decal->triangleindex;
14110 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14111 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14112 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14116 VectorCopy(decal->vertex3f[0], v3f);
14117 VectorCopy(decal->vertex3f[1], v3f + 3);
14118 VectorCopy(decal->vertex3f[2], v3f + 6);
14121 if (r_refdef.fogenabled)
14123 alpha = RSurf_FogVertex(v3f);
14124 VectorScale(c4f, alpha, c4f);
14125 alpha = RSurf_FogVertex(v3f + 3);
14126 VectorScale(c4f + 4, alpha, c4f + 4);
14127 alpha = RSurf_FogVertex(v3f + 6);
14128 VectorScale(c4f + 8, alpha, c4f + 8);
14139 r_refdef.stats.drawndecals += numtris;
14141 // now render the decals all at once
14142 // (this assumes they all use one particle font texture!)
14143 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);
14144 // R_Mesh_ResetTextureState();
14145 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14146 GL_DepthMask(false);
14147 GL_DepthRange(0, 1);
14148 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14149 GL_DepthTest(true);
14150 GL_CullFace(GL_NONE);
14151 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14152 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14153 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14157 static void R_DrawModelDecals(void)
14161 // fade faster when there are too many decals
14162 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14163 for (i = 0;i < r_refdef.scene.numentities;i++)
14164 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14166 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14167 for (i = 0;i < r_refdef.scene.numentities;i++)
14168 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14169 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14171 R_DecalSystem_ApplySplatEntitiesQueue();
14173 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14174 for (i = 0;i < r_refdef.scene.numentities;i++)
14175 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14177 r_refdef.stats.totaldecals += numdecals;
14179 if (r_showsurfaces.integer)
14182 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14184 for (i = 0;i < r_refdef.scene.numentities;i++)
14186 if (!r_refdef.viewcache.entityvisible[i])
14188 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14189 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14193 extern cvar_t mod_collision_bih;
14194 void R_DrawDebugModel(void)
14196 entity_render_t *ent = rsurface.entity;
14197 int i, j, k, l, flagsmask;
14198 const msurface_t *surface;
14199 dp_model_t *model = ent->model;
14202 switch(vid.renderpath)
14204 case RENDERPATH_GL11:
14205 case RENDERPATH_GL13:
14206 case RENDERPATH_GL20:
14207 case RENDERPATH_CGGL:
14209 case RENDERPATH_D3D9:
14210 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14212 case RENDERPATH_D3D10:
14213 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14215 case RENDERPATH_D3D11:
14216 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14220 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14222 // R_Mesh_ResetTextureState();
14223 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14224 GL_DepthRange(0, 1);
14225 GL_DepthTest(!r_showdisabledepthtest.integer);
14226 GL_DepthMask(false);
14227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14229 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14233 qboolean cullbox = ent == r_refdef.scene.worldentity;
14234 const q3mbrush_t *brush;
14235 const bih_t *bih = &model->collision_bih;
14236 const bih_leaf_t *bihleaf;
14237 float vertex3f[3][3];
14238 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14240 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14242 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14244 switch (bihleaf->type)
14247 brush = model->brush.data_brushes + bihleaf->itemindex;
14248 if (brush->colbrushf && brush->colbrushf->numtriangles)
14250 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);
14251 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14252 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14255 case BIH_COLLISIONTRIANGLE:
14256 triangleindex = bihleaf->itemindex;
14257 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14258 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14259 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14260 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);
14261 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14262 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14264 case BIH_RENDERTRIANGLE:
14265 triangleindex = bihleaf->itemindex;
14266 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14267 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14268 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14269 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);
14270 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14271 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14277 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14279 if (r_showtris.integer || (r_shownormals.value != 0))
14281 if (r_showdisabledepthtest.integer)
14283 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14284 GL_DepthMask(false);
14288 GL_BlendFunc(GL_ONE, GL_ZERO);
14289 GL_DepthMask(true);
14291 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14293 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14295 rsurface.texture = R_GetCurrentTexture(surface->texture);
14296 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14298 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14299 if (r_showtris.value > 0)
14301 if (!rsurface.texture->currentlayers->depthmask)
14302 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14303 else if (ent == r_refdef.scene.worldentity)
14304 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14306 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14307 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14308 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14310 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14313 if (r_shownormals.value < 0)
14315 qglBegin(GL_LINES);
14316 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14318 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14319 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14320 qglVertex3f(v[0], v[1], v[2]);
14321 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14322 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14323 qglVertex3f(v[0], v[1], v[2]);
14328 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14330 qglBegin(GL_LINES);
14331 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14333 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14334 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14335 qglVertex3f(v[0], v[1], v[2]);
14336 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14337 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14338 qglVertex3f(v[0], v[1], v[2]);
14342 qglBegin(GL_LINES);
14343 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14345 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14346 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14347 qglVertex3f(v[0], v[1], v[2]);
14348 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14349 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14350 qglVertex3f(v[0], v[1], v[2]);
14354 qglBegin(GL_LINES);
14355 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14357 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14358 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14359 qglVertex3f(v[0], v[1], v[2]);
14360 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14361 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14362 qglVertex3f(v[0], v[1], v[2]);
14369 rsurface.texture = NULL;
14373 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14374 int r_maxsurfacelist = 0;
14375 const msurface_t **r_surfacelist = NULL;
14376 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14378 int i, j, endj, flagsmask;
14379 dp_model_t *model = r_refdef.scene.worldmodel;
14380 msurface_t *surfaces;
14381 unsigned char *update;
14382 int numsurfacelist = 0;
14386 if (r_maxsurfacelist < model->num_surfaces)
14388 r_maxsurfacelist = model->num_surfaces;
14390 Mem_Free((msurface_t**)r_surfacelist);
14391 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14394 RSurf_ActiveWorldEntity();
14396 surfaces = model->data_surfaces;
14397 update = model->brushq1.lightmapupdateflags;
14399 // update light styles on this submodel
14400 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14402 model_brush_lightstyleinfo_t *style;
14403 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14405 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14407 int *list = style->surfacelist;
14408 style->value = r_refdef.scene.lightstylevalue[style->style];
14409 for (j = 0;j < style->numsurfaces;j++)
14410 update[list[j]] = true;
14415 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14419 R_DrawDebugModel();
14420 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14424 rsurface.lightmaptexture = NULL;
14425 rsurface.deluxemaptexture = NULL;
14426 rsurface.uselightmaptexture = false;
14427 rsurface.texture = NULL;
14428 rsurface.rtlight = NULL;
14429 numsurfacelist = 0;
14430 // add visible surfaces to draw list
14431 for (i = 0;i < model->nummodelsurfaces;i++)
14433 j = model->sortedmodelsurfaces[i];
14434 if (r_refdef.viewcache.world_surfacevisible[j])
14435 r_surfacelist[numsurfacelist++] = surfaces + j;
14437 // update lightmaps if needed
14438 if (model->brushq1.firstrender)
14440 model->brushq1.firstrender = false;
14441 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14443 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14447 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14448 if (r_refdef.viewcache.world_surfacevisible[j])
14450 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14452 // don't do anything if there were no surfaces
14453 if (!numsurfacelist)
14455 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14458 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14459 GL_AlphaTest(false);
14461 // add to stats if desired
14462 if (r_speeds.integer && !skysurfaces && !depthonly)
14464 r_refdef.stats.world_surfaces += numsurfacelist;
14465 for (j = 0;j < numsurfacelist;j++)
14466 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14469 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14472 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14474 int i, j, endj, flagsmask;
14475 dp_model_t *model = ent->model;
14476 msurface_t *surfaces;
14477 unsigned char *update;
14478 int numsurfacelist = 0;
14482 if (r_maxsurfacelist < model->num_surfaces)
14484 r_maxsurfacelist = model->num_surfaces;
14486 Mem_Free((msurface_t **)r_surfacelist);
14487 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14490 // if the model is static it doesn't matter what value we give for
14491 // wantnormals and wanttangents, so this logic uses only rules applicable
14492 // to a model, knowing that they are meaningless otherwise
14493 if (ent == r_refdef.scene.worldentity)
14494 RSurf_ActiveWorldEntity();
14495 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14496 RSurf_ActiveModelEntity(ent, false, false, false);
14498 RSurf_ActiveModelEntity(ent, true, true, true);
14499 else if (depthonly)
14501 switch (vid.renderpath)
14503 case RENDERPATH_GL20:
14504 case RENDERPATH_CGGL:
14505 case RENDERPATH_D3D9:
14506 case RENDERPATH_D3D10:
14507 case RENDERPATH_D3D11:
14508 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14510 case RENDERPATH_GL13:
14511 case RENDERPATH_GL11:
14512 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14518 switch (vid.renderpath)
14520 case RENDERPATH_GL20:
14521 case RENDERPATH_CGGL:
14522 case RENDERPATH_D3D9:
14523 case RENDERPATH_D3D10:
14524 case RENDERPATH_D3D11:
14525 RSurf_ActiveModelEntity(ent, true, true, false);
14527 case RENDERPATH_GL13:
14528 case RENDERPATH_GL11:
14529 RSurf_ActiveModelEntity(ent, true, false, false);
14534 surfaces = model->data_surfaces;
14535 update = model->brushq1.lightmapupdateflags;
14537 // update light styles
14538 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14540 model_brush_lightstyleinfo_t *style;
14541 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14543 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14545 int *list = style->surfacelist;
14546 style->value = r_refdef.scene.lightstylevalue[style->style];
14547 for (j = 0;j < style->numsurfaces;j++)
14548 update[list[j]] = true;
14553 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14557 R_DrawDebugModel();
14558 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14562 rsurface.lightmaptexture = NULL;
14563 rsurface.deluxemaptexture = NULL;
14564 rsurface.uselightmaptexture = false;
14565 rsurface.texture = NULL;
14566 rsurface.rtlight = NULL;
14567 numsurfacelist = 0;
14568 // add visible surfaces to draw list
14569 for (i = 0;i < model->nummodelsurfaces;i++)
14570 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14571 // don't do anything if there were no surfaces
14572 if (!numsurfacelist)
14574 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14577 // update lightmaps if needed
14581 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14586 R_BuildLightMap(ent, surfaces + j);
14591 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14593 R_BuildLightMap(ent, surfaces + j);
14594 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14595 GL_AlphaTest(false);
14597 // add to stats if desired
14598 if (r_speeds.integer && !skysurfaces && !depthonly)
14600 r_refdef.stats.entities_surfaces += numsurfacelist;
14601 for (j = 0;j < numsurfacelist;j++)
14602 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14605 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14608 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14610 static texture_t texture;
14611 static msurface_t surface;
14612 const msurface_t *surfacelist = &surface;
14614 // fake enough texture and surface state to render this geometry
14616 texture.update_lastrenderframe = -1; // regenerate this texture
14617 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14618 texture.currentskinframe = skinframe;
14619 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14620 texture.offsetmapping = OFFSETMAPPING_OFF;
14621 texture.offsetscale = 1;
14622 texture.specularscalemod = 1;
14623 texture.specularpowermod = 1;
14625 surface.texture = &texture;
14626 surface.num_triangles = numtriangles;
14627 surface.num_firsttriangle = firsttriangle;
14628 surface.num_vertices = numvertices;
14629 surface.num_firstvertex = firstvertex;
14632 rsurface.texture = R_GetCurrentTexture(surface.texture);
14633 rsurface.lightmaptexture = NULL;
14634 rsurface.deluxemaptexture = NULL;
14635 rsurface.uselightmaptexture = false;
14636 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14639 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)
14641 static msurface_t surface;
14642 const msurface_t *surfacelist = &surface;
14644 // fake enough texture and surface state to render this geometry
14645 surface.texture = texture;
14646 surface.num_triangles = numtriangles;
14647 surface.num_firsttriangle = firsttriangle;
14648 surface.num_vertices = numvertices;
14649 surface.num_firstvertex = firstvertex;
14652 rsurface.texture = R_GetCurrentTexture(surface.texture);
14653 rsurface.lightmaptexture = NULL;
14654 rsurface.deluxemaptexture = NULL;
14655 rsurface.uselightmaptexture = false;
14656 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);