2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
119 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
120 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
132 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
140 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
142 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
166 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
168 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
174 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
175 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
176 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
177 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
178 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
179 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
181 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
183 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
185 extern cvar_t v_glslgamma;
187 extern qboolean v_flipped_state;
189 static struct r_bloomstate_s
194 int bloomwidth, bloomheight;
196 int screentexturewidth, screentextureheight;
197 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
199 int bloomtexturewidth, bloomtextureheight;
200 rtexture_t *texture_bloom;
202 // arrays for rendering the screen passes
203 float screentexcoord2f[8];
204 float bloomtexcoord2f[8];
205 float offsettexcoord2f[8];
207 r_viewport_t viewport;
211 r_waterstate_t r_waterstate;
213 /// shadow volume bsp struct with automatically growing nodes buffer
216 rtexture_t *r_texture_blanknormalmap;
217 rtexture_t *r_texture_white;
218 rtexture_t *r_texture_grey128;
219 rtexture_t *r_texture_black;
220 rtexture_t *r_texture_notexture;
221 rtexture_t *r_texture_whitecube;
222 rtexture_t *r_texture_normalizationcube;
223 rtexture_t *r_texture_fogattenuation;
224 rtexture_t *r_texture_fogheighttexture;
225 rtexture_t *r_texture_gammaramps;
226 unsigned int r_texture_gammaramps_serial;
227 //rtexture_t *r_texture_fogintensity;
228 rtexture_t *r_texture_reflectcube;
230 // TODO: hash lookups?
231 typedef struct cubemapinfo_s
238 int r_texture_numcubemaps;
239 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
241 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
242 unsigned int r_numqueries;
243 unsigned int r_maxqueries;
245 typedef struct r_qwskincache_s
247 char name[MAX_QPATH];
248 skinframe_t *skinframe;
252 static r_qwskincache_t *r_qwskincache;
253 static int r_qwskincache_size;
255 /// vertex coordinates for a quad that covers the screen exactly
256 const float r_screenvertex3f[12] =
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
267 for (i = 0;i < verts;i++)
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
281 for (i = 0;i < verts;i++)
291 // FIXME: move this to client?
294 if (gamemode == GAME_NEHAHRA)
296 Cvar_Set("gl_fogenable", "0");
297 Cvar_Set("gl_fogdensity", "0.2");
298 Cvar_Set("gl_fogred", "0.3");
299 Cvar_Set("gl_foggreen", "0.3");
300 Cvar_Set("gl_fogblue", "0.3");
302 r_refdef.fog_density = 0;
303 r_refdef.fog_red = 0;
304 r_refdef.fog_green = 0;
305 r_refdef.fog_blue = 0;
306 r_refdef.fog_alpha = 1;
307 r_refdef.fog_start = 0;
308 r_refdef.fog_end = 16384;
309 r_refdef.fog_height = 1<<30;
310 r_refdef.fog_fadedepth = 128;
311 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
314 static void R_BuildBlankTextures(void)
316 unsigned char data[4];
317 data[2] = 128; // normal X
318 data[1] = 128; // normal Y
319 data[0] = 255; // normal Z
320 data[3] = 128; // height
321 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
326 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 static void R_BuildNoTexture(void)
342 unsigned char pix[16][16][4];
343 // this makes a light grey/dark grey checkerboard texture
344 for (y = 0;y < 16;y++)
346 for (x = 0;x < 16;x++)
348 if ((y < 8) ^ (x < 8))
364 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
367 static void R_BuildWhiteCube(void)
369 unsigned char data[6*1*1*4];
370 memset(data, 255, sizeof(data));
371 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
374 static void R_BuildNormalizationCube(void)
378 vec_t s, t, intensity;
381 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382 for (side = 0;side < 6;side++)
384 for (y = 0;y < NORMSIZE;y++)
386 for (x = 0;x < NORMSIZE;x++)
388 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424 intensity = 127.0f / sqrt(DotProduct(v, v));
425 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428 data[((side*64+y)*64+x)*4+3] = 255;
432 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildFogTexture(void)
440 unsigned char data1[FOGWIDTH][4];
441 //unsigned char data2[FOGWIDTH][4];
444 r_refdef.fogmasktable_start = r_refdef.fog_start;
445 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446 r_refdef.fogmasktable_range = r_refdef.fogrange;
447 r_refdef.fogmasktable_density = r_refdef.fog_density;
449 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
452 d = (x * r - r_refdef.fogmasktable_start);
453 if(developer_extra.integer)
454 Con_DPrintf("%f ", d);
456 if (r_fog_exp2.integer)
457 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
459 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460 if(developer_extra.integer)
461 Con_DPrintf(" : %f ", alpha);
462 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463 if(developer_extra.integer)
464 Con_DPrintf(" = %f\n", alpha);
465 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
468 for (x = 0;x < FOGWIDTH;x++)
470 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
475 //data2[x][0] = 255 - b;
476 //data2[x][1] = 255 - b;
477 //data2[x][2] = 255 - b;
480 if (r_texture_fogattenuation)
482 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
487 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
488 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
492 static void R_BuildFogHeightTexture(void)
494 unsigned char *inpixels;
502 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503 if (r_refdef.fogheighttexturename[0])
504 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
507 r_refdef.fog_height_tablesize = 0;
508 if (r_texture_fogheighttexture)
509 R_FreeTexture(r_texture_fogheighttexture);
510 r_texture_fogheighttexture = NULL;
511 if (r_refdef.fog_height_table2d)
512 Mem_Free(r_refdef.fog_height_table2d);
513 r_refdef.fog_height_table2d = NULL;
514 if (r_refdef.fog_height_table1d)
515 Mem_Free(r_refdef.fog_height_table1d);
516 r_refdef.fog_height_table1d = NULL;
520 r_refdef.fog_height_tablesize = size;
521 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
522 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
523 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
525 // LordHavoc: now the magic - what is that table2d for? it is a cooked
526 // average fog color table accounting for every fog layer between a point
527 // and the camera. (Note: attenuation is handled separately!)
528 for (y = 0;y < size;y++)
530 for (x = 0;x < size;x++)
536 for (j = x;j <= y;j++)
538 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
544 for (j = x;j >= y;j--)
546 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
551 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
557 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
560 //=======================================================================================================================================================
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "# extension GL_EXT_gpu_shader4 : enable\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "# extension GL_ARB_texture_gather : enable\n"
588 "# ifdef GL_AMD_texture_texture4\n"
589 "# extension GL_AMD_texture_texture4 : enable\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
622 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
639 "#ifdef FRAGMENT_SHADER\n"
642 " gl_FragColor = gl_Color;\n"
645 "#else // !MODE_SHOWDEPTH\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
654 "#ifdef VERTEX_SHADER\n"
657 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
668 "uniform sampler2D Texture_Second;\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
688 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
690 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
692 "#ifdef USEVIEWTINT\n"
693 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
699 " float sobel = 1.0;\n"
700 " // vec2 ts = textureSize(Texture_First, 0);\n"
701 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 " vec2 px = PixelSize;\n"
703 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
705 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
708 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
711 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
714 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
732 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
733 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
737 "#ifdef USESATURATION\n"
738 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
744 "#ifdef USEGAMMARAMPS\n"
745 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
751 "#else // !MODE_POSTPROCESS\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
763 "#ifdef VERTEX_SHADER\n"
766 " gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#ifdef USESPECULAR\n"
771 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
787 " gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
792 "#ifdef USESPECULAR\n"
793 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 " gl_FragColor *= tex2;\n"
798 " gl_FragColor += tex2;\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
806 "#else // !MODE_GENERIC\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
816 " gl_FrontColor = gl_Color;\n"
817 " TexCoord = gl_MultiTexCoord0.xy;\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
829 " vec2 tc = TexCoord;\n"
830 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 " tc += BloomBlur_Parameters.xy;\n"
832 " for (i = 1;i < SAMPLES;i++)\n"
834 " color += texture2D(Texture_First, tc).rgb;\n"
835 " tc += BloomBlur_Parameters.xy;\n"
837 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
849 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 " ModelViewProjectionPosition = gl_Position;\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
870 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 " // FIXME temporary hack to detect the case that the reflection\n"
875 " // gets blackened at edges due to leaving the area that contains actual\n"
877 " // Remove this 'ack once we have a better way to stop this thing from\n"
879 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
887 "#else // !MODE_REFRACTION\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
902 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 " ModelViewProjectionPosition = gl_Position;\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
927 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 " // FIXME temporary hack to detect the case that the reflection\n"
933 " // gets blackened at edges due to leaving the area that contains actual\n"
935 " // Remove this 'ack once we have a better way to stop this thing from\n"
937 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
951 "#else // !MODE_WATER\n"
956 "// common definitions between vertex shader and fragment shader:\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1002 "uniform vec4 FogPlane;\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1012 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1021 "uniform sampler2D Texture_Glow;\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 " fogfrac = fogheightpixel.a;\n"
1076 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 " // 14 sample relief mapping: linear search and then binary search\n"
1094 " // this basically steps forward a small amount repeatedly until it finds\n"
1095 " // itself inside solid, then jitters forward and back using decreasing\n"
1096 " // amounts to find the impact\n"
1097 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 " vec3 RT = vec3(TexCoord, 1);\n"
1101 " OffsetVector *= 0.1;\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1115 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1118 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 " // this basically moves forward the full distance, and then backs up based\n"
1120 " // on height of samples\n"
1121 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 " TexCoord += OffsetVector;\n"
1125 " OffsetVector *= 0.333;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 " return TexCoord;\n"
1132 "#endif // USEOFFSETMAPPING\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 " vec3 adir = abs(dir);\n"
1182 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 " vec3 adir = abs(dir);\n"
1190 " float ma = adir.z;\n"
1191 " vec4 proj = vec4(dir, 2.5);\n"
1192 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1216 "# ifdef USESHADOWMAPPCF\n"
1217 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1220 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# if USESHADOWMAPPCF > 1\n"
1227 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1230 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1231 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1232 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1233 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 " vec2 offset = fract(shadowmaptc.xy);\n"
1238 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1240 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1241 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1245 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1249 "# ifdef USESHADOWMAPORTHO\n"
1250 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1260 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1263 "# ifdef USESHADOWSAMPLER\n"
1264 "# ifdef USESHADOWMAPPCF\n"
1265 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1266 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1269 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1272 "# ifdef USESHADOWMAPPCF\n"
1273 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "# ifdef GL_ARB_texture_gather\n"
1275 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "# if USESHADOWMAPPCF > 1\n"
1281 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1285 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1286 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1287 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1288 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1289 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1290 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 " locols.yz += group2.ab;\n"
1293 " hicols.yz += group8.rg;\n"
1294 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 " mix(locols, hicols, offset.y);\n"
1297 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 " f = dot(cols, vec4(1.0/25.0));\n"
1301 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1304 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1305 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1310 "# ifdef GL_EXT_gpu_shader4\n"
1311 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1315 "# if USESHADOWMAPPCF > 1\n"
1316 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 " center *= ShadowMap_TextureScale;\n"
1318 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1319 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1320 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1321 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1322 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1328 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1329 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1334 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1337 "# ifdef USESHADOWMAPORTHO\n"
1338 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1348 " // apply depth texture cubemap as light filter\n"
1349 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "# ifdef USESHADOWSAMPLER\n"
1352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1374 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " gl_FrontColor = gl_Color;\n"
1377 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1380 " // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1388 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 " // apply offsetmapping\n"
1400 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1404 "#ifdef USEALPHAKILL\n"
1405 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1424 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#endif // VERTEX_SHADER\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1455 " // calculate viewspace pixel position\n"
1456 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 " // decode viewspace pixel normal\n"
1461 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 " // surfacenormal = pixel normal in viewspace\n"
1464 " // LightVector = pixel to light in viewspace\n"
1465 " // CubeVector = position in lightspace\n"
1466 " // eyevector = pixel to view in viewspace\n"
1467 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 " // calculate diffuse shading\n"
1471 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#ifdef USESPECULAR\n"
1475 " // calculate directional shading\n"
1476 " vec3 eyevector = position * -1.0;\n"
1477 "# ifdef USEEXACTSPECULARMATH\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 " fade *= ShadowMapCompare(CubeVector);\n"
1489 "#ifdef USEDIFFUSE\n"
1490 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#ifdef USESPECULAR\n"
1495 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1500 "# ifdef USECUBEFILTER\n"
1501 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 " gl_FragData[0].rgb *= cubecolor;\n"
1503 " gl_FragData[1].rgb *= cubecolor;\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 " gl_FrontColor = gl_Color;\n"
1528 " // copy the surface texcoord\n"
1529 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#ifdef USELIGHTMAP\n"
1534 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 " // transform vertex position into light attenuation/cubemap space\n"
1539 " // (-1 to +1 across the light box)\n"
1540 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "# ifdef USEDIFFUSE\n"
1543 " // transform unnormalized light direction into tangent space\n"
1544 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 " // normalize it per pixel)\n"
1546 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1559 " // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 " VectorS = gl_MultiTexCoord1.xyz;\n"
1574 " VectorT = gl_MultiTexCoord2.xyz;\n"
1575 " VectorR = gl_MultiTexCoord3.xyz;\n"
1578 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1585 "#ifdef USEREFLECTION\n"
1586 " ModelViewProjectionPosition = gl_Position;\n"
1589 "#endif // VERTEX_SHADER\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1605 "uniform myhalf3 Color_Glow;\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 " // apply offsetmapping\n"
1629 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1633 " // combine the diffuse textures (base, pants, shirt)\n"
1634 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 " if (color.a < 0.5)\n"
1639 " color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1652 " // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1659 " // get the material colors\n"
1660 " myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 " // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1697 " color.rgb *= LightColor;\n"
1698 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "# ifdef USECUBEFILTER\n"
1703 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#ifdef USEDIFFUSE\n"
1713 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 " // convert modelspace light vector to tangentspace\n"
1723 " myhalf3 lightnormal;\n"
1724 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 " color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1762 "# ifdef USEDIFFUSE\n"
1763 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "# ifdef USESPECULAR\n"
1765 "# ifdef USEEXACTSPECULARMATH\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1776 " color.rgb = diffusetex * Color_Ambient;\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1799 " color.rgb = FogVertex(color.rgb);\n"
1802 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1803 "#ifdef USEREFLECTION\n"
1804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 " // FIXME temporary hack to detect the case that the reflection\n"
1809 " // gets blackened at edges due to leaving the area that contains actual\n"
1811 " // Remove this 'ack once we have a better way to stop this thing from\n"
1813 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1821 " gl_FragColor = vec4(color);\n"
1823 "#endif // FRAGMENT_SHADER\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1837 =========================================================================================================================================================
1841 =========================================================================================================================================================
1845 =========================================================================================================================================================
1849 =========================================================================================================================================================
1853 =========================================================================================================================================================
1857 =========================================================================================================================================================
1861 =========================================================================================================================================================
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1897 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1915 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = gl_FrontColor;\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1937 "#ifdef VERTEX_SHADER\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1949 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1964 "uniform sampler2D Texture_Second,\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1984 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#ifdef USEVIEWTINT\n"
1989 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1999 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2000 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2003 "#ifdef USESATURATION\n"
2004 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2017 "#else // !MODE_POSTPROCESS\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2037 " gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#ifdef USESPECULAR\n"
2042 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2069 "#ifdef USESPECULAR\n"
2070 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 " gl_FragColor *= tex2;\n"
2075 " gl_FragColor += tex2;\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2083 "#else // !MODE_GENERIC\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2099 " TexCoord = gl_MultiTexCoord0.xy;\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2115 " float2 tc = TexCoord;\n"
2116 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2118 " for (i = 1;i < SAMPLES;i++)\n"
2120 " color += tex2D(Texture_First, tc).rgb;\n"
2121 " tc += BloomBlur_Parameters.xy;\n"
2123 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2142 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 " ModelViewProjectionPosition = gl_Position;\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2164 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 " // FIXME temporary hack to detect the case that the reflection\n"
2169 " // gets blackened at edges due to leaving the area that contains actual\n"
2171 " // Remove this 'ack once we have a better way to stop this thing from\n"
2173 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2181 "#else // !MODE_REFRACTION\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2202 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 " ModelViewProjectionPosition = gl_Position;\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2231 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2377 "# ifdef USESHADOWSAMPLER\n"
2379 "# ifdef USESHADOWMAPPCF\n"
2380 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2383 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2388 "# ifdef USESHADOWMAPPCF\n"
2389 "# if USESHADOWMAPPCF > 1\n"
2390 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2393 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2394 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2395 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2396 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 " float2 offset = frac(shadowmaptc.xy);\n"
2401 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2403 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2404 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2408 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2412 "# ifdef USESHADOWMAPORTHO\n"
2413 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2434 "# ifdef USESHADOWSAMPLER\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2437 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2440 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2443 "# ifdef USESHADOWMAPPCF\n"
2444 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "# ifdef GL_ARB_texture_gather\n"
2446 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 " center *= ShadowMap_TextureScale;\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2461 "# if USESHADOWMAPPCF > 1\n"
2462 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 " center *= ShadowMap_TextureScale;\n"
2464 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2465 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2466 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2467 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2468 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2474 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2475 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2480 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2483 "# ifdef USESHADOWMAPORTHO\n"
2484 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 " // apply depth texture cubemap as light filter\n"
2495 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2543 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 " gl_FrontColor = gl_Color;\n"
2546 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2549 " // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2557 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "#endif // VERTEX_SHADER\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2588 " float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 " // apply offsetmapping\n"
2591 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2595 "#ifdef USEALPHAKILL\n"
2596 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2703 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 " // decode viewspace pixel normal\n"
2706 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 " // surfacenormal = pixel normal in viewspace\n"
2709 " // LightVector = pixel to light in viewspace\n"
2710 " // CubeVector = position in lightspace\n"
2711 " // eyevector = pixel to view in viewspace\n"
2712 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 " // calculate diffuse shading\n"
2716 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#ifdef USESPECULAR\n"
2720 " // calculate directional shading\n"
2721 " float3 eyevector = position * -1.0;\n"
2722 "# ifdef USEEXACTSPECULARMATH\n"
2723 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 " fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2748 "#ifdef USEDIFFUSE\n"
2749 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#ifdef USESPECULAR\n"
2754 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2759 "# ifdef USECUBEFILTER\n"
2760 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 " gl_FragData0.rgb *= cubecolor;\n"
2762 " gl_FragData1.rgb *= cubecolor;\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2771 "#ifdef VERTEX_SHADER\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "out float4 gl_Position : POSITION\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 " gl_FrontColor = gl_Color;\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2951 "uniform sampler2D Texture_Glow,\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3015 "uniform half3 Color_Glow,\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "out float4 gl_FragColor : COLOR\n"
3080 " float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 " // apply offsetmapping\n"
3086 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3090 " // combine the diffuse textures (base, pants, shirt)\n"
3091 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 " if (color.a < 0.5)\n"
3096 " color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3109 " // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3116 " // get the material colors\n"
3117 " half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 " // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 " half3 lightnormal = half3(normalize(LightVector));\n"
3140 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3152 " color.rgb = diffusetex * Color_Ambient;\n"
3154 " color.rgb *= LightColor;\n"
3155 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3174 "# ifdef USECUBEFILTER\n"
3175 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#ifdef USEDIFFUSE\n"
3185 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 " // convert modelspace light vector to tangentspace\n"
3195 " half3 lightnormal;\n"
3196 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 " color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3234 "# ifdef USEDIFFUSE\n"
3235 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "# ifdef USESPECULAR\n"
3237 "# ifdef USEEXACTSPECULARMATH\n"
3238 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3248 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3278 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3281 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3282 "#ifdef USEREFLECTION\n"
3283 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 " // FIXME temporary hack to detect the case that the reflection\n"
3288 " // gets blackened at edges due to leaving the area that contains actual\n"
3290 " // Remove this 'ack once we have a better way to stop this thing from\n"
3292 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3300 " gl_FragColor = float4(color);\n"
3302 "#endif // FRAGMENT_SHADER\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3318 //=======================================================================================================================================================
3320 typedef struct shaderpermutationinfo_s
3322 const char *pretext;
3325 shaderpermutationinfo_t;
3327 typedef struct shadermodeinfo_s
3329 const char *vertexfilename;
3330 const char *geometryfilename;
3331 const char *fragmentfilename;
3332 const char *pretext;
3337 typedef enum shaderpermutation_e
3339 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 shaderpermutation_t;
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {"#define USEDIFFUSE\n", " diffuse"},
3377 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378 {"#define USEVIEWTINT\n", " viewtint"},
3379 {"#define USECOLORMAPPING\n", " colormapping"},
3380 {"#define USESATURATION\n", " saturation"},
3381 {"#define USEFOGINSIDE\n", " foginside"},
3382 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384 {"#define USEGAMMARAMPS\n", " gammaramps"},
3385 {"#define USECUBEFILTER\n", " cubefilter"},
3386 {"#define USEGLOW\n", " glow"},
3387 {"#define USEBLOOM\n", " bloom"},
3388 {"#define USESPECULAR\n", " specular"},
3389 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391 {"#define USEREFLECTION\n", " reflection"},
3392 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403 {"#define USEALPHAKILL\n", " alphakill"},
3404 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3410 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3473 /// hash lookup data
3474 struct r_glsl_permutation_s *hashnext;
3476 unsigned int permutation;
3478 /// indicates if we have tried compiling this permutation already
3480 /// 0 if compilation failed
3482 /// locations of detected uniforms in program object, or -1 if not found
3483 int loc_Texture_First;
3484 int loc_Texture_Second;
3485 int loc_Texture_GammaRamps;
3486 int loc_Texture_Normal;
3487 int loc_Texture_Color;
3488 int loc_Texture_Gloss;
3489 int loc_Texture_Glow;
3490 int loc_Texture_SecondaryNormal;
3491 int loc_Texture_SecondaryColor;
3492 int loc_Texture_SecondaryGloss;
3493 int loc_Texture_SecondaryGlow;
3494 int loc_Texture_Pants;
3495 int loc_Texture_Shirt;
3496 int loc_Texture_FogHeightTexture;
3497 int loc_Texture_FogMask;
3498 int loc_Texture_Lightmap;
3499 int loc_Texture_Deluxemap;
3500 int loc_Texture_Attenuation;
3501 int loc_Texture_Cube;
3502 int loc_Texture_Refraction;
3503 int loc_Texture_Reflection;
3504 int loc_Texture_ShadowMapRect;
3505 int loc_Texture_ShadowMapCube;
3506 int loc_Texture_ShadowMap2D;
3507 int loc_Texture_CubeProjection;
3508 int loc_Texture_ScreenDepth;
3509 int loc_Texture_ScreenNormalMap;
3510 int loc_Texture_ScreenDiffuse;
3511 int loc_Texture_ScreenSpecular;
3512 int loc_Texture_ReflectMask;
3513 int loc_Texture_ReflectCube;
3515 int loc_BloomBlur_Parameters;
3517 int loc_Color_Ambient;
3518 int loc_Color_Diffuse;
3519 int loc_Color_Specular;
3521 int loc_Color_Pants;
3522 int loc_Color_Shirt;
3523 int loc_DeferredColor_Ambient;
3524 int loc_DeferredColor_Diffuse;
3525 int loc_DeferredColor_Specular;
3526 int loc_DeferredMod_Diffuse;
3527 int loc_DeferredMod_Specular;
3528 int loc_DistortScaleRefractReflect;
3529 int loc_EyePosition;
3531 int loc_FogHeightFade;
3533 int loc_FogPlaneViewDist;
3534 int loc_FogRangeRecip;
3537 int loc_LightPosition;
3538 int loc_OffsetMapping_Scale;
3540 int loc_ReflectColor;
3541 int loc_ReflectFactor;
3542 int loc_ReflectOffset;
3543 int loc_RefractColor;
3545 int loc_ScreenCenterRefractReflect;
3546 int loc_ScreenScaleRefractReflect;
3547 int loc_ScreenToDepth;
3548 int loc_ShadowMap_Parameters;
3549 int loc_ShadowMap_TextureScale;
3550 int loc_SpecularPower;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3784 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3785 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3786 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3792 // initialize the samplers to refer to the texture units we use
3793 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3794 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3795 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3796 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3797 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3798 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3799 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3800 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3804 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3805 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3806 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3808 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3809 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3810 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3811 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3812 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3813 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3814 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3816 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3819 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3821 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3823 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3825 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3828 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3832 Mem_Free(vertexstring);
3834 Mem_Free(geometrystring);
3836 Mem_Free(fragmentstring);
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842 if (r_glsl_permutation != perm)
3844 r_glsl_permutation = perm;
3845 if (!r_glsl_permutation->program)
3847 if (!r_glsl_permutation->compiled)
3848 R_GLSL_CompilePermutation(perm, mode, permutation);
3849 if (!r_glsl_permutation->program)
3851 // remove features until we find a valid permutation
3853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855 // reduce i more quickly whenever it would not remove any bits
3856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857 if (!(permutation & j))
3860 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861 if (!r_glsl_permutation->compiled)
3862 R_GLSL_CompilePermutation(perm, mode, permutation);
3863 if (r_glsl_permutation->program)
3866 if (i >= SHADERPERMUTATION_COUNT)
3868 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870 qglUseProgramObjectARB(0);CHECKGLERROR
3871 return; // no bit left to clear, entire mode is broken
3876 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3888 /// hash lookup data
3889 struct r_cg_permutation_s *hashnext;
3891 unsigned int permutation;
3893 /// indicates if we have tried compiling this permutation already
3895 /// 0 if compilation failed
3898 /// locations of detected parameters in programs, or NULL if not found
3899 CGparameter vp_EyePosition;
3900 CGparameter vp_FogPlane;
3901 CGparameter vp_LightDir;
3902 CGparameter vp_LightPosition;
3903 CGparameter vp_ModelToLight;
3904 CGparameter vp_TexMatrix;
3905 CGparameter vp_BackgroundTexMatrix;
3906 CGparameter vp_ModelViewProjectionMatrix;
3907 CGparameter vp_ModelViewMatrix;
3908 CGparameter vp_ShadowMapMatrix;
3910 CGparameter fp_Texture_First;
3911 CGparameter fp_Texture_Second;
3912 CGparameter fp_Texture_GammaRamps;
3913 CGparameter fp_Texture_Normal;
3914 CGparameter fp_Texture_Color;
3915 CGparameter fp_Texture_Gloss;
3916 CGparameter fp_Texture_Glow;
3917 CGparameter fp_Texture_SecondaryNormal;
3918 CGparameter fp_Texture_SecondaryColor;
3919 CGparameter fp_Texture_SecondaryGloss;
3920 CGparameter fp_Texture_SecondaryGlow;
3921 CGparameter fp_Texture_Pants;
3922 CGparameter fp_Texture_Shirt;
3923 CGparameter fp_Texture_FogHeightTexture;
3924 CGparameter fp_Texture_FogMask;
3925 CGparameter fp_Texture_Lightmap;
3926 CGparameter fp_Texture_Deluxemap;
3927 CGparameter fp_Texture_Attenuation;
3928 CGparameter fp_Texture_Cube;
3929 CGparameter fp_Texture_Refraction;
3930 CGparameter fp_Texture_Reflection;
3931 CGparameter fp_Texture_ShadowMapRect;
3932 CGparameter fp_Texture_ShadowMapCube;
3933 CGparameter fp_Texture_ShadowMap2D;
3934 CGparameter fp_Texture_CubeProjection;
3935 CGparameter fp_Texture_ScreenDepth;
3936 CGparameter fp_Texture_ScreenNormalMap;
3937 CGparameter fp_Texture_ScreenDiffuse;
3938 CGparameter fp_Texture_ScreenSpecular;
3939 CGparameter fp_Texture_ReflectMask;
3940 CGparameter fp_Texture_ReflectCube;
3941 CGparameter fp_Alpha;
3942 CGparameter fp_BloomBlur_Parameters;
3943 CGparameter fp_ClientTime;
3944 CGparameter fp_Color_Ambient;
3945 CGparameter fp_Color_Diffuse;
3946 CGparameter fp_Color_Specular;
3947 CGparameter fp_Color_Glow;
3948 CGparameter fp_Color_Pants;
3949 CGparameter fp_Color_Shirt;
3950 CGparameter fp_DeferredColor_Ambient;
3951 CGparameter fp_DeferredColor_Diffuse;
3952 CGparameter fp_DeferredColor_Specular;
3953 CGparameter fp_DeferredMod_Diffuse;
3954 CGparameter fp_DeferredMod_Specular;
3955 CGparameter fp_DistortScaleRefractReflect;
3956 CGparameter fp_EyePosition;
3957 CGparameter fp_FogColor;
3958 CGparameter fp_FogHeightFade;
3959 CGparameter fp_FogPlane;
3960 CGparameter fp_FogPlaneViewDist;
3961 CGparameter fp_FogRangeRecip;
3962 CGparameter fp_LightColor;
3963 CGparameter fp_LightDir;
3964 CGparameter fp_LightPosition;
3965 CGparameter fp_OffsetMapping_Scale;
3966 CGparameter fp_PixelSize;
3967 CGparameter fp_ReflectColor;
3968 CGparameter fp_ReflectFactor;
3969 CGparameter fp_ReflectOffset;
3970 CGparameter fp_RefractColor;
3971 CGparameter fp_Saturation;
3972 CGparameter fp_ScreenCenterRefractReflect;
3973 CGparameter fp_ScreenScaleRefractReflect;
3974 CGparameter fp_ScreenToDepth;
3975 CGparameter fp_ShadowMap_Parameters;
3976 CGparameter fp_ShadowMap_TextureScale;
3977 CGparameter fp_SpecularPower;
3978 CGparameter fp_UserVec1;
3979 CGparameter fp_UserVec2;
3980 CGparameter fp_UserVec3;
3981 CGparameter fp_UserVec4;
3982 CGparameter fp_ViewTintColor;
3983 CGparameter fp_ViewToLight;
3984 CGparameter fp_PixelToScreenTexCoord;
3985 CGparameter fp_ModelToReflectCube;
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3996 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 //unsigned int hashdepth = 0;
4001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002 r_cg_permutation_t *p;
4003 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005 if (p->mode == mode && p->permutation == permutation)
4007 //if (hashdepth > 10)
4008 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4013 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015 p->permutation = permutation;
4016 p->hashnext = r_cg_permutationhash[mode][hashindex];
4017 r_cg_permutationhash[mode][hashindex] = p;
4018 //if (hashdepth > 10)
4019 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4026 if (!filename || !filename[0])
4028 if (!strcmp(filename, "cg/default.cg"))
4030 if (!cgshaderstring)
4032 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036 cgshaderstring = (char *)builtincgshaderstring;
4038 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040 return shaderstring;
4042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4045 if (printfromdisknotice)
4046 Con_DPrintf("from disk %s... ", filename);
4047 return shaderstring;
4049 return shaderstring;
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 // TODO: load or create .fp and .vp shader files
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4060 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061 int vertstrings_count = 0, vertstring_length = 0;
4062 int geomstrings_count = 0, geomstring_length = 0;
4063 int fragstrings_count = 0, fragstring_length = 0;
4065 char *vertexstring, *geometrystring, *fragmentstring;
4066 char *vertstring, *geomstring, *fragstring;
4067 const char *vertstrings_list[32+3];
4068 const char *geomstrings_list[32+3];
4069 const char *fragstrings_list[32+3];
4070 char permutationname[256];
4071 char cachename[256];
4072 CGprofile vertexProfile;
4073 CGprofile fragmentProfile;
4081 permutationname[0] = 0;
4083 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4084 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088 strlcat(cachename, "cg/", sizeof(cachename));
4090 // the first pretext is which type of shader to compile as
4091 // (later these will all be bound together as a program object)
4092 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096 // the second pretext is the mode (for example a light source)
4097 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101 strlcat(cachename, modeinfo->name, sizeof(cachename));
4103 // now add all the permutation pretexts
4104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106 if (permutation & (1<<i))
4108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116 // keep line numbers correct
4117 vertstrings_list[vertstrings_count++] = "\n";
4118 geomstrings_list[geomstrings_count++] = "\n";
4119 fragstrings_list[fragstrings_count++] = "\n";
4123 // replace spaces in the cachename with _ characters
4124 for (i = 0;cachename[i];i++)
4125 if (cachename[i] == ' ')
4128 // now append the shader text itself
4129 vertstrings_list[vertstrings_count++] = vertexstring;
4130 geomstrings_list[geomstrings_count++] = geometrystring;
4131 fragstrings_list[fragstrings_count++] = fragmentstring;
4133 // if any sources were NULL, clear the respective list
4135 vertstrings_count = 0;
4136 if (!geometrystring)
4137 geomstrings_count = 0;
4138 if (!fragmentstring)
4139 fragstrings_count = 0;
4141 vertstring_length = 0;
4142 for (i = 0;i < vertstrings_count;i++)
4143 vertstring_length += strlen(vertstrings_list[i]);
4144 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148 geomstring_length = 0;
4149 for (i = 0;i < geomstrings_count;i++)
4150 geomstring_length += strlen(geomstrings_list[i]);
4151 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155 fragstring_length = 0;
4156 for (i = 0;i < fragstrings_count;i++)
4157 fragstring_length += strlen(fragstrings_list[i]);
4158 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164 //vertexProfile = CG_PROFILE_ARBVP1;
4165 //fragmentProfile = CG_PROFILE_ARBFP1;
4166 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4173 // try to load the cached shader, or generate one
4174 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176 // if caching failed, do a dynamic compile for now
4178 if (vertstring[0] && !p->vprogram)
4179 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181 if (fragstring[0] && !p->fprogram)
4182 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4185 // look up all the uniform variable names we care about, so we don't
4186 // have to look them up every time we set them
4190 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4193 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4194 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4195 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4196 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4207 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4210 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4241 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4243 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4256 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4257 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4259 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4262 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4263 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4264 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4266 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4270 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4271 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4278 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4279 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4280 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4281 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4288 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4291 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4295 Mem_Free(vertstring);
4297 Mem_Free(geomstring);
4299 Mem_Free(fragstring);
4301 Mem_Free(vertexstring);
4303 Mem_Free(geometrystring);
4305 Mem_Free(fragmentstring);
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4310 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313 if (r_cg_permutation != perm)
4315 r_cg_permutation = perm;
4316 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4318 if (!r_cg_permutation->compiled)
4319 R_CG_CompilePermutation(perm, mode, permutation);
4320 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4322 // remove features until we find a valid permutation
4324 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 // reduce i more quickly whenever it would not remove any bits
4327 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328 if (!(permutation & j))
4331 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332 if (!r_cg_permutation->compiled)
4333 R_CG_CompilePermutation(perm, mode, permutation);
4334 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337 if (i >= SHADERPERMUTATION_COUNT)
4339 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341 return; // no bit left to clear, entire mode is broken
4347 if (r_cg_permutation->vprogram)
4349 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 if (r_cg_permutation->fprogram)
4360 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4378 cgGLSetTextureParameter(param, R_GetTexture(tex));
4379 cgGLEnableTextureParameter(param);
4383 void R_GLSL_Restart_f(void)
4385 unsigned int i, limit;
4386 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387 Mem_Free(glslshaderstring);
4388 glslshaderstring = NULL;
4389 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390 Mem_Free(cgshaderstring);
4391 cgshaderstring = NULL;
4392 switch(vid.renderpath)
4394 case RENDERPATH_GL20:
4396 r_glsl_permutation_t *p;
4397 r_glsl_permutation = NULL;
4398 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399 for (i = 0;i < limit;i++)
4401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4403 GL_Backend_FreeProgram(p->program);
4404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410 case RENDERPATH_CGGL:
4413 r_cg_permutation_t *p;
4414 r_cg_permutation = NULL;
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420 for (i = 0;i < limit;i++)
4422 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425 cgDestroyProgram(p->vprogram);
4427 cgDestroyProgram(p->fprogram);
4428 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4435 case RENDERPATH_GL13:
4436 case RENDERPATH_GL11:
4441 void R_GLSL_DumpShader_f(void)
4446 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449 FS_Print(file, "/* The engine may define the following macros:\n");
4450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451 for (i = 0;i < SHADERMODE_COUNT;i++)
4452 FS_Print(file, glslshadermodeinfo[i].pretext);
4453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454 FS_Print(file, shaderpermutationinfo[i].pretext);
4455 FS_Print(file, "*/\n");
4456 FS_Print(file, builtinshaderstring);
4458 Con_Printf("glsl/default.glsl written\n");
4461 Con_Printf("failed to write to glsl/default.glsl\n");
4464 file = FS_OpenRealFile("cg/default.cg", "w", false);
4467 FS_Print(file, "/* The engine may define the following macros:\n");
4468 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469 for (i = 0;i < SHADERMODE_COUNT;i++)
4470 FS_Print(file, cgshadermodeinfo[i].pretext);
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472 FS_Print(file, shaderpermutationinfo[i].pretext);
4473 FS_Print(file, "*/\n");
4474 FS_Print(file, builtincgshaderstring);
4476 Con_Printf("cg/default.cg written\n");
4479 Con_Printf("failed to write to cg/default.cg\n");
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 texturemode = GL_MODULATE;
4487 switch (vid.renderpath)
4489 case RENDERPATH_GL20:
4490 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4491 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4494 case RENDERPATH_CGGL:
4497 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4498 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 case RENDERPATH_GL13:
4503 R_Mesh_TexBind(0, first );
4504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505 R_Mesh_TexBind(1, second);
4507 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4509 case RENDERPATH_GL11:
4510 R_Mesh_TexBind(0, first );
4515 void R_SetupShader_DepthOrShadow(void)
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4522 case RENDERPATH_CGGL:
4524 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 case RENDERPATH_GL13:
4528 R_Mesh_TexBind(0, 0);
4529 R_Mesh_TexBind(1, 0);
4531 case RENDERPATH_GL11:
4532 R_Mesh_TexBind(0, 0);
4537 void R_SetupShader_ShowDepth(void)
4539 switch (vid.renderpath)
4541 case RENDERPATH_GL20:
4542 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4544 case RENDERPATH_CGGL:
4546 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 case RENDERPATH_GL13:
4551 case RENDERPATH_GL11:
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4584 // a blendfunc allows colormod if:
4585 // a) it can never keep the destination pixel invariant, or
4586 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4587 // this is to prevent unintended side effects from colormod
4590 // IF there is a (s, sa) for which for all (d, da),
4591 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4592 // THEN, for this (s, sa) and all (colormod, d, da):
4593 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4594 // OBVIOUSLY, this means that
4595 // s*colormod * src(s*colormod, d, sa, da) = 0
4596 // dst(s*colormod, d, sa, da) = 1
4598 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4600 // main condition to leave dst color invariant:
4601 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4603 // s * 0 + d * dst(s, d, sa, da) == d
4604 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4605 // => colormod is a problem for GL_SRC_COLOR only
4607 // s + d * dst(s, d, sa, da) == d
4609 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4610 // => colormod is never problematic for these
4611 // src == GL_SRC_COLOR:
4612 // s*s + d * dst(s, d, sa, da) == d
4614 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4615 // => colormod is never problematic for these
4616 // src == GL_ONE_MINUS_SRC_COLOR:
4617 // s*(1-s) + d * dst(s, d, sa, da) == d
4618 // => s == 0 or s == 1
4619 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4620 // => colormod is a problem for GL_SRC_COLOR only
4621 // src == GL_DST_COLOR
4622 // s*d + d * dst(s, d, sa, da) == d
4624 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4625 // => colormod is always a problem
4628 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4629 // => colormod is never problematic for these
4630 // => BUT, we do not know s! We must assume it is problematic
4631 // then... except in GL_ONE case, where we know all invariant
4633 // src == GL_ONE_MINUS_DST_COLOR
4634 // s*(1-d) + d * dst(s, d, sa, da) == d
4635 // => s == 0 (1-d is impossible to handle for our desired result)
4636 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4637 // => colormod is never problematic for these
4638 // src == GL_SRC_ALPHA
4639 // s*sa + d * dst(s, d, sa, da) == d
4640 // => s == 0, or sa == 0
4641 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4642 // => colormod breaks in the case GL_SRC_COLOR only
4643 // src == GL_ONE_MINUS_SRC_ALPHA
4644 // s*(1-sa) + d * dst(s, d, sa, da) == d
4645 // => s == 0, or sa == 1
4646 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4647 // => colormod breaks in the case GL_SRC_COLOR only
4648 // src == GL_DST_ALPHA
4649 // s*da + d * dst(s, d, sa, da) == d
4651 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4652 // => colormod is never problematic for these
4657 case GL_ONE_MINUS_SRC_COLOR:
4659 case GL_ONE_MINUS_SRC_ALPHA:
4660 if(dst == GL_SRC_COLOR)
4665 case GL_ONE_MINUS_DST_COLOR:
4667 case GL_ONE_MINUS_DST_ALPHA:
4677 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4679 // select a permutation of the lighting shader appropriate to this
4680 // combination of texture, entity, light source, and fogging, only use the
4681 // minimum features necessary to avoid wasting rendering time in the
4682 // fragment shader on features that are not being used
4683 unsigned int permutation = 0;
4684 unsigned int mode = 0;
4685 qboolean allow_colormod;
4686 static float dummy_colormod[3] = {1, 1, 1};
4687 float *colormod = rsurface.colormod;
4689 if (rsurfacepass == RSURFPASS_BACKGROUND)
4691 // distorted background
4692 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4693 mode = SHADERMODE_WATER;
4694 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4695 mode = SHADERMODE_REFRACTION;
4698 mode = SHADERMODE_GENERIC;
4699 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4703 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4704 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4706 R_Mesh_ColorPointer(NULL, 0, 0);
4707 GL_AlphaTest(false);
4708 GL_BlendFunc(GL_ONE, GL_ZERO);
4709 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4711 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4713 if (r_glsl_offsetmapping.integer)
4715 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4716 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4717 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4718 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4719 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4721 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4722 if (r_glsl_offsetmapping_reliefmapping.integer)
4723 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4726 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4727 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4728 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4729 permutation |= SHADERPERMUTATION_ALPHAKILL;
4730 // normalmap (deferred prepass), may use alpha test on diffuse
4731 mode = SHADERMODE_DEFERREDGEOMETRY;
4732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4733 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4734 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4735 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4736 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4737 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4738 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4739 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4740 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4742 R_Mesh_ColorPointer(NULL, 0, 0);
4743 GL_AlphaTest(false);
4744 GL_BlendFunc(GL_ONE, GL_ZERO);
4745 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4747 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4749 if (r_glsl_offsetmapping.integer)
4751 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4752 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4753 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4754 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4755 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4757 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4758 if (r_glsl_offsetmapping_reliefmapping.integer)
4759 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4763 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4765 mode = SHADERMODE_LIGHTSOURCE;
4766 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4767 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4768 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4769 permutation |= SHADERPERMUTATION_CUBEFILTER;
4770 if (diffusescale > 0)
4771 permutation |= SHADERPERMUTATION_DIFFUSE;
4772 if (specularscale > 0)
4774 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4775 if (r_shadow_glossexact.integer)
4776 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4778 if (r_refdef.fogenabled)
4779 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4780 if (rsurface.texture->colormapping)
4781 permutation |= SHADERPERMUTATION_COLORMAPPING;
4782 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4784 if (r_shadow_usingshadowmaprect)
4785 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4786 if (r_shadow_usingshadowmap2d)
4787 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4788 if (r_shadow_usingshadowmapcube)
4789 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4790 else if(r_shadow_shadowmapvsdct)
4791 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4793 if (r_shadow_shadowmapsampler)
4794 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4795 if (r_shadow_shadowmappcf > 1)
4796 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4797 else if (r_shadow_shadowmappcf)
4798 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4800 if (rsurface.texture->reflectmasktexture)
4801 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4802 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4803 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4805 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4806 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4807 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4811 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4812 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4813 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4815 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4816 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4817 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4819 R_Mesh_ColorPointer(NULL, 0, 0);
4820 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4822 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4824 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4826 if (r_glsl_offsetmapping.integer)
4828 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4829 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4830 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4831 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4832 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4834 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4835 if (r_glsl_offsetmapping_reliefmapping.integer)
4836 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4839 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4840 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4841 // unshaded geometry (fullbright or ambient model lighting)
4842 mode = SHADERMODE_FLATCOLOR;
4843 ambientscale = diffusescale = specularscale = 0;
4844 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4845 permutation |= SHADERPERMUTATION_GLOW;
4846 if (r_refdef.fogenabled)
4847 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4848 if (rsurface.texture->colormapping)
4849 permutation |= SHADERPERMUTATION_COLORMAPPING;
4850 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4852 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4853 if (r_shadow_usingshadowmaprect)
4854 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4855 if (r_shadow_usingshadowmap2d)
4856 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4858 if (r_shadow_shadowmapsampler)
4859 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4860 if (r_shadow_shadowmappcf > 1)
4861 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4862 else if (r_shadow_shadowmappcf)
4863 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4865 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4866 permutation |= SHADERPERMUTATION_REFLECTION;
4867 if (rsurface.texture->reflectmasktexture)
4868 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4869 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4870 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4872 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4873 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4874 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4878 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4879 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4880 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4882 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4883 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4884 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4886 R_Mesh_ColorPointer(NULL, 0, 0);
4887 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4888 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4889 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4891 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4893 if (r_glsl_offsetmapping.integer)
4895 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4896 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4897 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4898 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4899 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4901 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4902 if (r_glsl_offsetmapping_reliefmapping.integer)
4903 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4906 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4907 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4908 // directional model lighting
4909 mode = SHADERMODE_LIGHTDIRECTION;
4910 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4911 permutation |= SHADERPERMUTATION_GLOW;
4912 permutation |= SHADERPERMUTATION_DIFFUSE;
4913 if (specularscale > 0)
4915 permutation |= SHADERPERMUTATION_SPECULAR;
4916 if (r_shadow_glossexact.integer)
4917 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4919 if (r_refdef.fogenabled)
4920 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4921 if (rsurface.texture->colormapping)
4922 permutation |= SHADERPERMUTATION_COLORMAPPING;
4923 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4925 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4926 if (r_shadow_usingshadowmaprect)
4927 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4928 if (r_shadow_usingshadowmap2d)
4929 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4931 if (r_shadow_shadowmapsampler)
4932 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4933 if (r_shadow_shadowmappcf > 1)
4934 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4935 else if (r_shadow_shadowmappcf)
4936 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4939 permutation |= SHADERPERMUTATION_REFLECTION;
4940 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4941 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4942 if (rsurface.texture->reflectmasktexture)
4943 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4944 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4945 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4947 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4948 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4949 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4953 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4954 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4955 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4957 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4958 R_Mesh_ColorPointer(NULL, 0, 0);
4959 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4960 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4961 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4963 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4965 if (r_glsl_offsetmapping.integer)
4967 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4968 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4969 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4970 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4971 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4973 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4974 if (r_glsl_offsetmapping_reliefmapping.integer)
4975 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4978 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4979 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4980 // ambient model lighting
4981 mode = SHADERMODE_LIGHTDIRECTION;
4982 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4983 permutation |= SHADERPERMUTATION_GLOW;
4984 if (r_refdef.fogenabled)
4985 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4986 if (rsurface.texture->colormapping)
4987 permutation |= SHADERPERMUTATION_COLORMAPPING;
4988 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4990 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4991 if (r_shadow_usingshadowmaprect)
4992 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4993 if (r_shadow_usingshadowmap2d)
4994 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4996 if (r_shadow_shadowmapsampler)
4997 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4998 if (r_shadow_shadowmappcf > 1)
4999 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5000 else if (r_shadow_shadowmappcf)
5001 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5003 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5004 permutation |= SHADERPERMUTATION_REFLECTION;
5005 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5006 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5007 if (rsurface.texture->reflectmasktexture)
5008 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5009 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5010 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5012 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5013 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5014 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5018 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5019 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5020 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5022 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5023 R_Mesh_ColorPointer(NULL, 0, 0);
5024 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5025 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5026 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5030 if (r_glsl_offsetmapping.integer)
5032 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5033 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5034 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5035 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5036 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5038 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5039 if (r_glsl_offsetmapping_reliefmapping.integer)
5040 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5043 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5044 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5046 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5047 permutation |= SHADERPERMUTATION_GLOW;
5048 if (r_refdef.fogenabled)
5049 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5050 if (rsurface.texture->colormapping)
5051 permutation |= SHADERPERMUTATION_COLORMAPPING;
5052 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5054 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5055 if (r_shadow_usingshadowmaprect)
5056 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5057 if (r_shadow_usingshadowmap2d)
5058 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5060 if (r_shadow_shadowmapsampler)
5061 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5062 if (r_shadow_shadowmappcf > 1)
5063 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5064 else if (r_shadow_shadowmappcf)
5065 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5068 permutation |= SHADERPERMUTATION_REFLECTION;
5069 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5070 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5071 if (rsurface.texture->reflectmasktexture)
5072 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5073 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5075 // deluxemapping (light direction texture)
5076 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5077 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5079 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5080 permutation |= SHADERPERMUTATION_DIFFUSE;
5081 if (specularscale > 0)
5083 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5084 if (r_shadow_glossexact.integer)
5085 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5087 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5088 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5089 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5091 R_Mesh_ColorPointer(NULL, 0, 0);
5093 else if (r_glsl_deluxemapping.integer >= 2)
5095 // fake deluxemapping (uniform light direction in tangentspace)
5096 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5097 permutation |= SHADERPERMUTATION_DIFFUSE;
5098 if (specularscale > 0)
5100 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5101 if (r_shadow_glossexact.integer)
5102 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5104 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5105 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5106 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5108 R_Mesh_ColorPointer(NULL, 0, 0);
5110 else if (rsurface.uselightmaptexture)
5112 // ordinary lightmapping (q1bsp, q3bsp)
5113 mode = SHADERMODE_LIGHTMAP;
5114 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5115 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5116 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5118 R_Mesh_ColorPointer(NULL, 0, 0);
5122 // ordinary vertex coloring (q3bsp)
5123 mode = SHADERMODE_VERTEXCOLOR;
5124 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5125 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5127 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5128 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5130 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5131 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5132 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5136 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5137 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5138 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5140 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5141 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5142 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5145 colormod = dummy_colormod;
5146 switch(vid.renderpath)
5148 case RENDERPATH_GL20:
5149 R_SetupShader_SetPermutationGLSL(mode, permutation);
5150 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5151 if (mode == SHADERMODE_LIGHTSOURCE)
5153 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5154 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5155 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5156 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5157 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5158 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);
5160 // additive passes are only darkened by fog, not tinted
5161 if (r_glsl_permutation->loc_FogColor >= 0)
5162 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5163 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5167 if (mode == SHADERMODE_FLATCOLOR)
5169 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5171 else if (mode == SHADERMODE_LIGHTDIRECTION)
5173 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5174 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]);
5175 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);
5176 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);
5177 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);
5178 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5179 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]);
5183 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]);
5184 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]);
5185 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);
5186 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);
5187 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);
5189 // additive passes are only darkened by fog, not tinted
5190 if (r_glsl_permutation->loc_FogColor >= 0)
5192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5193 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5195 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5197 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);
5198 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]);
5199 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]);
5200 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5201 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5202 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5203 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5204 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5206 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5207 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5208 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5209 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]);
5210 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]);
5212 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5213 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5214 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5215 if (r_glsl_permutation->loc_Color_Pants >= 0)
5217 if (rsurface.texture->pantstexture)
5218 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5220 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5222 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5224 if (rsurface.texture->shirttexture)
5225 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5227 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5229 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]);
5230 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5231 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5232 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5233 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5234 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]);
5235 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5237 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5238 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5239 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5240 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5241 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5242 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5243 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5244 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5245 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5246 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5247 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5248 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5249 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5250 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5251 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5252 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5253 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5254 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5255 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5256 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5257 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5258 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5259 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5260 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5261 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5262 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5263 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5265 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5266 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5267 if (rsurface.rtlight)
5269 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5270 if (r_shadow_usingshadowmapcube)
5271 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5272 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5277 case RENDERPATH_CGGL:
5279 R_SetupShader_SetPermutationCG(mode, permutation);
5280 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5281 if (mode == SHADERMODE_LIGHTSOURCE)
5283 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5284 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5288 if (mode == SHADERMODE_LIGHTDIRECTION)
5290 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
5293 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5294 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5295 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5296 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5297 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
5300 if (mode == SHADERMODE_LIGHTSOURCE)
5302 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5303 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5304 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5305 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5306 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
5308 // additive passes are only darkened by fog, not tinted
5309 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5310 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5314 if (mode == SHADERMODE_FLATCOLOR)
5316 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5318 else if (mode == SHADERMODE_LIGHTDIRECTION)
5320 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
5321 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
5322 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
5323 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
5324 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
5325 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
5326 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
5330 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
5331 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
5332 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
5333 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
5334 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
5336 // additive passes are only darkened by fog, not tinted
5337 if (r_cg_permutation->fp_FogColor)
5339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5340 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5342 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5345 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
5346 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
5347 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
5348 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5349 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5350 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5351 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5352 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5354 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
5355 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
5356 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5357 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5358 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5359 if (r_cg_permutation->fp_Color_Pants)
5361 if (rsurface.texture->pantstexture)
5362 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5364 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5367 if (r_cg_permutation->fp_Color_Shirt)
5369 if (rsurface.texture->shirttexture)
5370 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5372 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5375 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
5376 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5377 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5378 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5379 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5380 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
5381 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5383 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5384 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5385 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5386 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5387 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5388 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5389 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5390 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5391 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5392 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5393 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5394 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5395 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5396 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5397 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
5398 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5399 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5400 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5401 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5402 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5403 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5404 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5405 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5406 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5407 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5408 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5409 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5411 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5412 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5413 if (rsurface.rtlight)
5415 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5416 if (r_shadow_usingshadowmapcube)
5417 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5425 case RENDERPATH_GL13:
5426 case RENDERPATH_GL11:
5431 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5433 // select a permutation of the lighting shader appropriate to this
5434 // combination of texture, entity, light source, and fogging, only use the
5435 // minimum features necessary to avoid wasting rendering time in the
5436 // fragment shader on features that are not being used
5437 unsigned int permutation = 0;
5438 unsigned int mode = 0;
5439 const float *lightcolorbase = rtlight->currentcolor;
5440 float ambientscale = rtlight->ambientscale;
5441 float diffusescale = rtlight->diffusescale;
5442 float specularscale = rtlight->specularscale;
5443 // this is the location of the light in view space
5444 vec3_t viewlightorigin;
5445 // this transforms from view space (camera) to light space (cubemap)
5446 matrix4x4_t viewtolight;
5447 matrix4x4_t lighttoview;
5448 float viewtolight16f[16];
5449 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5451 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5452 if (rtlight->currentcubemap != r_texture_whitecube)
5453 permutation |= SHADERPERMUTATION_CUBEFILTER;
5454 if (diffusescale > 0)
5455 permutation |= SHADERPERMUTATION_DIFFUSE;
5456 if (specularscale > 0)
5458 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5459 if (r_shadow_glossexact.integer)
5460 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5462 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5464 if (r_shadow_usingshadowmaprect)
5465 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5466 if (r_shadow_usingshadowmap2d)
5467 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5468 if (r_shadow_usingshadowmapcube)
5469 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5470 else if(r_shadow_shadowmapvsdct)
5471 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5473 if (r_shadow_shadowmapsampler)
5474 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5475 if (r_shadow_shadowmappcf > 1)
5476 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5477 else if (r_shadow_shadowmappcf)
5478 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5480 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5481 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5482 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5483 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5484 switch(vid.renderpath)
5486 case RENDERPATH_GL20:
5487 R_SetupShader_SetPermutationGLSL(mode, permutation);
5488 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5489 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5490 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);
5491 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);
5492 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);
5493 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]);
5494 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]);
5495 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5496 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]);
5497 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5499 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5500 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5501 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5502 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5503 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5504 if (r_shadow_usingshadowmapcube)
5505 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5506 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5507 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5509 case RENDERPATH_CGGL:
5511 R_SetupShader_SetPermutationCG(mode, permutation);
5512 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5513 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5514 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
5515 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
5516 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
5517 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
5518 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
5519 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5520 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
5521 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5523 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5524 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5525 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5526 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5527 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5528 if (r_shadow_usingshadowmapcube)
5529 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5530 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5531 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5534 case RENDERPATH_GL13:
5535 case RENDERPATH_GL11:
5540 #define SKINFRAME_HASH 1024
5544 int loadsequence; // incremented each level change
5545 memexpandablearray_t array;
5546 skinframe_t *hash[SKINFRAME_HASH];
5549 r_skinframe_t r_skinframe;
5551 void R_SkinFrame_PrepareForPurge(void)
5553 r_skinframe.loadsequence++;
5554 // wrap it without hitting zero
5555 if (r_skinframe.loadsequence >= 200)
5556 r_skinframe.loadsequence = 1;
5559 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5563 // mark the skinframe as used for the purging code
5564 skinframe->loadsequence = r_skinframe.loadsequence;
5567 void R_SkinFrame_Purge(void)
5571 for (i = 0;i < SKINFRAME_HASH;i++)
5573 for (s = r_skinframe.hash[i];s;s = s->next)
5575 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5577 if (s->merged == s->base)
5579 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5580 R_PurgeTexture(s->stain );s->stain = NULL;
5581 R_PurgeTexture(s->merged);s->merged = NULL;
5582 R_PurgeTexture(s->base );s->base = NULL;
5583 R_PurgeTexture(s->pants );s->pants = NULL;
5584 R_PurgeTexture(s->shirt );s->shirt = NULL;
5585 R_PurgeTexture(s->nmap );s->nmap = NULL;
5586 R_PurgeTexture(s->gloss );s->gloss = NULL;
5587 R_PurgeTexture(s->glow );s->glow = NULL;
5588 R_PurgeTexture(s->fog );s->fog = NULL;
5589 R_PurgeTexture(s->reflect);s->reflect = NULL;
5590 s->loadsequence = 0;
5596 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5598 char basename[MAX_QPATH];
5600 Image_StripImageExtension(name, basename, sizeof(basename));
5602 if( last == NULL ) {
5604 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5605 item = r_skinframe.hash[hashindex];
5610 // linearly search through the hash bucket
5611 for( ; item ; item = item->next ) {
5612 if( !strcmp( item->basename, basename ) ) {
5619 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5623 char basename[MAX_QPATH];
5625 Image_StripImageExtension(name, basename, sizeof(basename));
5627 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5628 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5629 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5633 rtexture_t *dyntexture;
5634 // check whether its a dynamic texture
5635 dyntexture = CL_GetDynTexture( basename );
5636 if (!add && !dyntexture)
5638 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5639 memset(item, 0, sizeof(*item));
5640 strlcpy(item->basename, basename, sizeof(item->basename));
5641 item->base = dyntexture; // either NULL or dyntexture handle
5642 item->textureflags = textureflags;
5643 item->comparewidth = comparewidth;
5644 item->compareheight = compareheight;
5645 item->comparecrc = comparecrc;
5646 item->next = r_skinframe.hash[hashindex];
5647 r_skinframe.hash[hashindex] = item;
5649 else if( item->base == NULL )
5651 rtexture_t *dyntexture;
5652 // check whether its a dynamic texture
5653 // 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]
5654 dyntexture = CL_GetDynTexture( basename );
5655 item->base = dyntexture; // either NULL or dyntexture handle
5658 R_SkinFrame_MarkUsed(item);
5662 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5664 unsigned long long avgcolor[5], wsum; \
5672 for(pix = 0; pix < cnt; ++pix) \
5675 for(comp = 0; comp < 3; ++comp) \
5677 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5680 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5682 for(comp = 0; comp < 3; ++comp) \
5683 avgcolor[comp] += getpixel * w; \
5686 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5687 avgcolor[4] += getpixel; \
5689 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5691 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5692 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5693 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5694 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5697 extern cvar_t gl_picmip;
5698 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5701 unsigned char *pixels;
5702 unsigned char *bumppixels;
5703 unsigned char *basepixels = NULL;
5704 int basepixels_width = 0;
5705 int basepixels_height = 0;
5706 skinframe_t *skinframe;
5707 rtexture_t *ddsbase = NULL;
5708 qboolean ddshasalpha = false;
5709 float ddsavgcolor[4];
5710 char basename[MAX_QPATH];
5711 int miplevel = R_PicmipForFlags(textureflags);
5712 int savemiplevel = miplevel;
5715 if (cls.state == ca_dedicated)
5718 // return an existing skinframe if already loaded
5719 // if loading of the first image fails, don't make a new skinframe as it
5720 // would cause all future lookups of this to be missing
5721 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5722 if (skinframe && skinframe->base)
5725 Image_StripImageExtension(name, basename, sizeof(basename));
5727 // check for DDS texture file first
5728 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5730 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5731 if (basepixels == NULL)
5735 // FIXME handle miplevel
5737 if (developer_loading.integer)
5738 Con_Printf("loading skin \"%s\"\n", name);
5740 // we've got some pixels to store, so really allocate this new texture now
5742 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5743 skinframe->stain = NULL;
5744 skinframe->merged = NULL;
5745 skinframe->base = NULL;
5746 skinframe->pants = NULL;
5747 skinframe->shirt = NULL;
5748 skinframe->nmap = NULL;
5749 skinframe->gloss = NULL;
5750 skinframe->glow = NULL;
5751 skinframe->fog = NULL;
5752 skinframe->reflect = NULL;
5753 skinframe->hasalpha = false;
5757 skinframe->base = ddsbase;
5758 skinframe->hasalpha = ddshasalpha;
5759 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5760 if (r_loadfog && skinframe->hasalpha)
5761 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5762 //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]);
5766 basepixels_width = image_width;
5767 basepixels_height = image_height;
5768 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);
5769 if (textureflags & TEXF_ALPHA)
5771 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5773 if (basepixels[j] < 255)
5775 skinframe->hasalpha = true;
5779 if (r_loadfog && skinframe->hasalpha)
5781 // has transparent pixels
5782 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5783 for (j = 0;j < image_width * image_height * 4;j += 4)
5788 pixels[j+3] = basepixels[j+3];
5790 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);
5794 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5795 //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]);
5796 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5797 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5798 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5799 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5804 mymiplevel = savemiplevel;
5805 if (r_loadnormalmap)
5806 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);
5807 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5809 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5810 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5811 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5812 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5815 // _norm is the name used by tenebrae and has been adopted as standard
5816 if (r_loadnormalmap && skinframe->nmap == NULL)
5818 mymiplevel = savemiplevel;
5819 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5821 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);
5825 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5827 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5828 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5829 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);
5831 Mem_Free(bumppixels);
5833 else if (r_shadow_bumpscale_basetexture.value > 0)
5835 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5836 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5837 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);
5840 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5841 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5844 // _luma is supported only for tenebrae compatibility
5845 // _glow is the preferred name
5846 mymiplevel = savemiplevel;
5847 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5849 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);
5850 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5851 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5852 Mem_Free(pixels);pixels = NULL;
5855 mymiplevel = savemiplevel;
5856 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5858 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);
5859 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5860 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5865 mymiplevel = savemiplevel;
5866 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5868 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);
5869 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5870 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5875 mymiplevel = savemiplevel;
5876 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5878 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);
5879 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5880 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5885 mymiplevel = savemiplevel;
5886 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5888 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);
5889 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5890 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5896 Mem_Free(basepixels);
5901 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5902 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5905 unsigned char *temp1, *temp2;
5906 skinframe_t *skinframe;
5908 if (cls.state == ca_dedicated)
5911 // if already loaded just return it, otherwise make a new skinframe
5912 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5913 if (skinframe && skinframe->base)
5916 skinframe->stain = NULL;
5917 skinframe->merged = NULL;
5918 skinframe->base = NULL;
5919 skinframe->pants = NULL;
5920 skinframe->shirt = NULL;
5921 skinframe->nmap = NULL;
5922 skinframe->gloss = NULL;
5923 skinframe->glow = NULL;
5924 skinframe->fog = NULL;
5925 skinframe->reflect = NULL;
5926 skinframe->hasalpha = false;
5928 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5932 if (developer_loading.integer)
5933 Con_Printf("loading 32bit skin \"%s\"\n", name);
5935 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5937 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5938 temp2 = temp1 + width * height * 4;
5939 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5940 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);
5943 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5944 if (textureflags & TEXF_ALPHA)
5946 for (i = 3;i < width * height * 4;i += 4)
5948 if (skindata[i] < 255)
5950 skinframe->hasalpha = true;
5954 if (r_loadfog && skinframe->hasalpha)
5956 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5957 memcpy(fogpixels, skindata, width * height * 4);
5958 for (i = 0;i < width * height * 4;i += 4)
5959 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5960 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5961 Mem_Free(fogpixels);
5965 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5966 //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]);
5971 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5975 skinframe_t *skinframe;
5977 if (cls.state == ca_dedicated)
5980 // if already loaded just return it, otherwise make a new skinframe
5981 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5982 if (skinframe && skinframe->base)
5985 skinframe->stain = NULL;
5986 skinframe->merged = NULL;
5987 skinframe->base = NULL;
5988 skinframe->pants = NULL;
5989 skinframe->shirt = NULL;
5990 skinframe->nmap = NULL;
5991 skinframe->gloss = NULL;
5992 skinframe->glow = NULL;
5993 skinframe->fog = NULL;
5994 skinframe->reflect = NULL;
5995 skinframe->hasalpha = false;
5997 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6001 if (developer_loading.integer)
6002 Con_Printf("loading quake skin \"%s\"\n", name);
6004 // 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)
6005 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6006 memcpy(skinframe->qpixels, skindata, width*height);
6007 skinframe->qwidth = width;
6008 skinframe->qheight = height;
6011 for (i = 0;i < width * height;i++)
6012 featuresmask |= palette_featureflags[skindata[i]];
6014 skinframe->hasalpha = false;
6015 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6016 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6017 skinframe->qgeneratemerged = true;
6018 skinframe->qgeneratebase = skinframe->qhascolormapping;
6019 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6021 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6022 //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]);
6027 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6031 unsigned char *skindata;
6033 if (!skinframe->qpixels)
6036 if (!skinframe->qhascolormapping)
6037 colormapped = false;
6041 if (!skinframe->qgeneratebase)
6046 if (!skinframe->qgeneratemerged)
6050 width = skinframe->qwidth;
6051 height = skinframe->qheight;
6052 skindata = skinframe->qpixels;
6054 if (skinframe->qgeneratenmap)
6056 unsigned char *temp1, *temp2;
6057 skinframe->qgeneratenmap = false;
6058 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6059 temp2 = temp1 + width * height * 4;
6060 // use either a custom palette or the quake palette
6061 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6062 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6063 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);
6067 if (skinframe->qgenerateglow)
6069 skinframe->qgenerateglow = false;
6070 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6075 skinframe->qgeneratebase = false;
6076 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);
6077 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6078 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6082 skinframe->qgeneratemerged = false;
6083 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);
6086 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6088 Mem_Free(skinframe->qpixels);
6089 skinframe->qpixels = NULL;
6093 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)
6096 skinframe_t *skinframe;
6098 if (cls.state == ca_dedicated)
6101 // if already loaded just return it, otherwise make a new skinframe
6102 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6103 if (skinframe && skinframe->base)
6106 skinframe->stain = NULL;
6107 skinframe->merged = NULL;
6108 skinframe->base = NULL;
6109 skinframe->pants = NULL;
6110 skinframe->shirt = NULL;
6111 skinframe->nmap = NULL;
6112 skinframe->gloss = NULL;
6113 skinframe->glow = NULL;
6114 skinframe->fog = NULL;
6115 skinframe->reflect = NULL;
6116 skinframe->hasalpha = false;
6118 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6122 if (developer_loading.integer)
6123 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6125 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6126 if (textureflags & TEXF_ALPHA)
6128 for (i = 0;i < width * height;i++)
6130 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6132 skinframe->hasalpha = true;
6136 if (r_loadfog && skinframe->hasalpha)
6137 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6140 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6141 //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]);
6146 skinframe_t *R_SkinFrame_LoadMissing(void)
6148 skinframe_t *skinframe;
6150 if (cls.state == ca_dedicated)
6153 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6154 skinframe->stain = NULL;
6155 skinframe->merged = NULL;
6156 skinframe->base = NULL;
6157 skinframe->pants = NULL;
6158 skinframe->shirt = NULL;
6159 skinframe->nmap = NULL;
6160 skinframe->gloss = NULL;
6161 skinframe->glow = NULL;
6162 skinframe->fog = NULL;
6163 skinframe->reflect = NULL;
6164 skinframe->hasalpha = false;
6166 skinframe->avgcolor[0] = rand() / RAND_MAX;
6167 skinframe->avgcolor[1] = rand() / RAND_MAX;
6168 skinframe->avgcolor[2] = rand() / RAND_MAX;
6169 skinframe->avgcolor[3] = 1;
6174 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6175 typedef struct suffixinfo_s
6178 qboolean flipx, flipy, flipdiagonal;
6181 static suffixinfo_t suffix[3][6] =
6184 {"px", false, false, false},
6185 {"nx", false, false, false},
6186 {"py", false, false, false},
6187 {"ny", false, false, false},
6188 {"pz", false, false, false},
6189 {"nz", false, false, false}
6192 {"posx", false, false, false},
6193 {"negx", false, false, false},
6194 {"posy", false, false, false},
6195 {"negy", false, false, false},
6196 {"posz", false, false, false},
6197 {"negz", false, false, false}
6200 {"rt", true, false, true},
6201 {"lf", false, true, true},
6202 {"ft", true, true, false},
6203 {"bk", false, false, false},
6204 {"up", true, false, true},
6205 {"dn", true, false, true}
6209 static int componentorder[4] = {0, 1, 2, 3};
6211 rtexture_t *R_LoadCubemap(const char *basename)
6213 int i, j, cubemapsize;
6214 unsigned char *cubemappixels, *image_buffer;
6215 rtexture_t *cubemaptexture;
6217 // must start 0 so the first loadimagepixels has no requested width/height
6219 cubemappixels = NULL;
6220 cubemaptexture = NULL;
6221 // keep trying different suffix groups (posx, px, rt) until one loads
6222 for (j = 0;j < 3 && !cubemappixels;j++)
6224 // load the 6 images in the suffix group
6225 for (i = 0;i < 6;i++)
6227 // generate an image name based on the base and and suffix
6228 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6230 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6232 // an image loaded, make sure width and height are equal
6233 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6235 // if this is the first image to load successfully, allocate the cubemap memory
6236 if (!cubemappixels && image_width >= 1)
6238 cubemapsize = image_width;
6239 // note this clears to black, so unavailable sides are black
6240 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6242 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6244 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);
6247 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6249 Mem_Free(image_buffer);
6253 // if a cubemap loaded, upload it
6256 if (developer_loading.integer)
6257 Con_Printf("loading cubemap \"%s\"\n", basename);
6259 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6260 Mem_Free(cubemappixels);
6264 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6265 if (developer_loading.integer)
6267 Con_Printf("(tried tried images ");
6268 for (j = 0;j < 3;j++)
6269 for (i = 0;i < 6;i++)
6270 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6271 Con_Print(" and was unable to find any of them).\n");
6274 return cubemaptexture;
6277 rtexture_t *R_GetCubemap(const char *basename)
6280 for (i = 0;i < r_texture_numcubemaps;i++)
6281 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6282 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6283 if (i >= MAX_CUBEMAPS)
6284 return r_texture_whitecube;
6285 r_texture_numcubemaps++;
6286 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6287 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6288 return r_texture_cubemaps[i].texture;
6291 void R_FreeCubemaps(void)
6294 for (i = 0;i < r_texture_numcubemaps;i++)
6296 if (developer_loading.integer)
6297 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6298 if (r_texture_cubemaps[i].texture)
6299 R_FreeTexture(r_texture_cubemaps[i].texture);
6301 r_texture_numcubemaps = 0;
6304 void R_Main_FreeViewCache(void)
6306 if (r_refdef.viewcache.entityvisible)
6307 Mem_Free(r_refdef.viewcache.entityvisible);
6308 if (r_refdef.viewcache.world_pvsbits)
6309 Mem_Free(r_refdef.viewcache.world_pvsbits);
6310 if (r_refdef.viewcache.world_leafvisible)
6311 Mem_Free(r_refdef.viewcache.world_leafvisible);
6312 if (r_refdef.viewcache.world_surfacevisible)
6313 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6314 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6317 void R_Main_ResizeViewCache(void)
6319 int numentities = r_refdef.scene.numentities;
6320 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6321 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6322 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6323 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6324 if (r_refdef.viewcache.maxentities < numentities)
6326 r_refdef.viewcache.maxentities = numentities;
6327 if (r_refdef.viewcache.entityvisible)
6328 Mem_Free(r_refdef.viewcache.entityvisible);
6329 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6331 if (r_refdef.viewcache.world_numclusters != numclusters)
6333 r_refdef.viewcache.world_numclusters = numclusters;
6334 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6335 if (r_refdef.viewcache.world_pvsbits)
6336 Mem_Free(r_refdef.viewcache.world_pvsbits);
6337 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6339 if (r_refdef.viewcache.world_numleafs != numleafs)
6341 r_refdef.viewcache.world_numleafs = numleafs;
6342 if (r_refdef.viewcache.world_leafvisible)
6343 Mem_Free(r_refdef.viewcache.world_leafvisible);
6344 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6346 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6348 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6349 if (r_refdef.viewcache.world_surfacevisible)
6350 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6351 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6355 extern rtexture_t *loadingscreentexture;
6356 void gl_main_start(void)
6358 loadingscreentexture = NULL;
6359 r_texture_blanknormalmap = NULL;
6360 r_texture_white = NULL;
6361 r_texture_grey128 = NULL;
6362 r_texture_black = NULL;
6363 r_texture_whitecube = NULL;
6364 r_texture_normalizationcube = NULL;
6365 r_texture_fogattenuation = NULL;
6366 r_texture_fogheighttexture = NULL;
6367 r_texture_gammaramps = NULL;
6368 r_texture_numcubemaps = 0;
6370 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6371 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6373 switch(vid.renderpath)
6375 case RENDERPATH_GL20:
6376 case RENDERPATH_CGGL:
6377 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6378 Cvar_SetValueQuick(&gl_combine, 1);
6379 Cvar_SetValueQuick(&r_glsl, 1);
6380 r_loadnormalmap = true;
6384 case RENDERPATH_GL13:
6385 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6386 Cvar_SetValueQuick(&gl_combine, 1);
6387 Cvar_SetValueQuick(&r_glsl, 0);
6388 r_loadnormalmap = false;
6389 r_loadgloss = false;
6392 case RENDERPATH_GL11:
6393 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6394 Cvar_SetValueQuick(&gl_combine, 0);
6395 Cvar_SetValueQuick(&r_glsl, 0);
6396 r_loadnormalmap = false;
6397 r_loadgloss = false;
6403 R_FrameData_Reset();
6407 memset(r_queries, 0, sizeof(r_queries));
6409 r_qwskincache = NULL;
6410 r_qwskincache_size = 0;
6412 // set up r_skinframe loading system for textures
6413 memset(&r_skinframe, 0, sizeof(r_skinframe));
6414 r_skinframe.loadsequence = 1;
6415 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6417 r_main_texturepool = R_AllocTexturePool();
6418 R_BuildBlankTextures();
6420 if (vid.support.arb_texture_cube_map)
6423 R_BuildNormalizationCube();
6425 r_texture_fogattenuation = NULL;
6426 r_texture_fogheighttexture = NULL;
6427 r_texture_gammaramps = NULL;
6428 //r_texture_fogintensity = NULL;
6429 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6430 memset(&r_waterstate, 0, sizeof(r_waterstate));
6431 r_glsl_permutation = NULL;
6432 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6433 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6434 glslshaderstring = NULL;
6436 r_cg_permutation = NULL;
6437 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6438 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6439 cgshaderstring = NULL;
6441 memset(&r_svbsp, 0, sizeof (r_svbsp));
6443 r_refdef.fogmasktable_density = 0;
6446 void gl_main_shutdown(void)
6449 R_FrameData_Reset();
6451 R_Main_FreeViewCache();
6454 qglDeleteQueriesARB(r_maxqueries, r_queries);
6458 memset(r_queries, 0, sizeof(r_queries));
6460 r_qwskincache = NULL;
6461 r_qwskincache_size = 0;
6463 // clear out the r_skinframe state
6464 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6465 memset(&r_skinframe, 0, sizeof(r_skinframe));
6468 Mem_Free(r_svbsp.nodes);
6469 memset(&r_svbsp, 0, sizeof (r_svbsp));
6470 R_FreeTexturePool(&r_main_texturepool);
6471 loadingscreentexture = NULL;
6472 r_texture_blanknormalmap = NULL;
6473 r_texture_white = NULL;
6474 r_texture_grey128 = NULL;
6475 r_texture_black = NULL;
6476 r_texture_whitecube = NULL;
6477 r_texture_normalizationcube = NULL;
6478 r_texture_fogattenuation = NULL;
6479 r_texture_fogheighttexture = NULL;
6480 r_texture_gammaramps = NULL;
6481 r_texture_numcubemaps = 0;
6482 //r_texture_fogintensity = NULL;
6483 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6484 memset(&r_waterstate, 0, sizeof(r_waterstate));
6485 r_glsl_permutation = NULL;
6486 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6487 glslshaderstring = NULL;
6489 r_cg_permutation = NULL;
6490 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6491 cgshaderstring = NULL;
6496 extern void CL_ParseEntityLump(char *entitystring);
6497 void gl_main_newmap(void)
6499 // FIXME: move this code to client
6500 char *entities, entname[MAX_QPATH];
6502 Mem_Free(r_qwskincache);
6503 r_qwskincache = NULL;
6504 r_qwskincache_size = 0;
6507 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6508 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6510 CL_ParseEntityLump(entities);
6514 if (cl.worldmodel->brush.entities)
6515 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6517 R_Main_FreeViewCache();
6519 R_FrameData_Reset();
6522 void GL_Main_Init(void)
6524 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6526 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6527 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6528 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6529 if (gamemode == GAME_NEHAHRA)
6531 Cvar_RegisterVariable (&gl_fogenable);
6532 Cvar_RegisterVariable (&gl_fogdensity);
6533 Cvar_RegisterVariable (&gl_fogred);
6534 Cvar_RegisterVariable (&gl_foggreen);
6535 Cvar_RegisterVariable (&gl_fogblue);
6536 Cvar_RegisterVariable (&gl_fogstart);
6537 Cvar_RegisterVariable (&gl_fogend);
6538 Cvar_RegisterVariable (&gl_skyclip);
6540 Cvar_RegisterVariable(&r_motionblur);
6541 Cvar_RegisterVariable(&r_motionblur_maxblur);
6542 Cvar_RegisterVariable(&r_motionblur_bmin);
6543 Cvar_RegisterVariable(&r_motionblur_vmin);
6544 Cvar_RegisterVariable(&r_motionblur_vmax);
6545 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6546 Cvar_RegisterVariable(&r_motionblur_randomize);
6547 Cvar_RegisterVariable(&r_damageblur);
6548 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6549 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6550 Cvar_RegisterVariable(&r_equalize_entities_by);
6551 Cvar_RegisterVariable(&r_equalize_entities_to);
6552 Cvar_RegisterVariable(&r_depthfirst);
6553 Cvar_RegisterVariable(&r_useinfinitefarclip);
6554 Cvar_RegisterVariable(&r_farclip_base);
6555 Cvar_RegisterVariable(&r_farclip_world);
6556 Cvar_RegisterVariable(&r_nearclip);
6557 Cvar_RegisterVariable(&r_showbboxes);
6558 Cvar_RegisterVariable(&r_showsurfaces);
6559 Cvar_RegisterVariable(&r_showtris);
6560 Cvar_RegisterVariable(&r_shownormals);
6561 Cvar_RegisterVariable(&r_showlighting);
6562 Cvar_RegisterVariable(&r_showshadowvolumes);
6563 Cvar_RegisterVariable(&r_showcollisionbrushes);
6564 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6565 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6566 Cvar_RegisterVariable(&r_showdisabledepthtest);
6567 Cvar_RegisterVariable(&r_drawportals);
6568 Cvar_RegisterVariable(&r_drawentities);
6569 Cvar_RegisterVariable(&r_draw2d);
6570 Cvar_RegisterVariable(&r_drawworld);
6571 Cvar_RegisterVariable(&r_cullentities_trace);
6572 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6573 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6574 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6575 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6576 Cvar_RegisterVariable(&r_drawviewmodel);
6577 Cvar_RegisterVariable(&r_drawexteriormodel);
6578 Cvar_RegisterVariable(&r_speeds);
6579 Cvar_RegisterVariable(&r_fullbrights);
6580 Cvar_RegisterVariable(&r_wateralpha);
6581 Cvar_RegisterVariable(&r_dynamic);
6582 Cvar_RegisterVariable(&r_fullbright);
6583 Cvar_RegisterVariable(&r_shadows);
6584 Cvar_RegisterVariable(&r_shadows_darken);
6585 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6586 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6587 Cvar_RegisterVariable(&r_shadows_throwdistance);
6588 Cvar_RegisterVariable(&r_shadows_throwdirection);
6589 Cvar_RegisterVariable(&r_shadows_focus);
6590 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6591 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6592 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6593 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6594 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6595 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6596 Cvar_RegisterVariable(&r_fog_exp2);
6597 Cvar_RegisterVariable(&r_drawfog);
6598 Cvar_RegisterVariable(&r_transparentdepthmasking);
6599 Cvar_RegisterVariable(&r_texture_dds_load);
6600 Cvar_RegisterVariable(&r_texture_dds_save);
6601 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6602 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6603 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6604 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6605 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6606 Cvar_RegisterVariable(&r_textureunits);
6607 Cvar_RegisterVariable(&gl_combine);
6608 Cvar_RegisterVariable(&r_glsl);
6609 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6610 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6611 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6612 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6613 Cvar_RegisterVariable(&r_glsl_postprocess);
6614 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6615 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6616 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6617 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6618 Cvar_RegisterVariable(&r_water);
6619 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6620 Cvar_RegisterVariable(&r_water_clippingplanebias);
6621 Cvar_RegisterVariable(&r_water_refractdistort);
6622 Cvar_RegisterVariable(&r_water_reflectdistort);
6623 Cvar_RegisterVariable(&r_lerpsprites);
6624 Cvar_RegisterVariable(&r_lerpmodels);
6625 Cvar_RegisterVariable(&r_lerplightstyles);
6626 Cvar_RegisterVariable(&r_waterscroll);
6627 Cvar_RegisterVariable(&r_bloom);
6628 Cvar_RegisterVariable(&r_bloom_colorscale);
6629 Cvar_RegisterVariable(&r_bloom_brighten);
6630 Cvar_RegisterVariable(&r_bloom_blur);
6631 Cvar_RegisterVariable(&r_bloom_resolution);
6632 Cvar_RegisterVariable(&r_bloom_colorexponent);
6633 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6634 Cvar_RegisterVariable(&r_hdr);
6635 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6636 Cvar_RegisterVariable(&r_hdr_glowintensity);
6637 Cvar_RegisterVariable(&r_hdr_range);
6638 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6639 Cvar_RegisterVariable(&developer_texturelogging);
6640 Cvar_RegisterVariable(&gl_lightmaps);
6641 Cvar_RegisterVariable(&r_test);
6642 Cvar_RegisterVariable(&r_batchmode);
6643 Cvar_RegisterVariable(&r_glsl_saturation);
6644 Cvar_RegisterVariable(&r_framedatasize);
6645 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6646 Cvar_SetValue("r_fullbrights", 0);
6647 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6649 Cvar_RegisterVariable(&r_track_sprites);
6650 Cvar_RegisterVariable(&r_track_sprites_flags);
6651 Cvar_RegisterVariable(&r_track_sprites_scalew);
6652 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6653 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6654 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6657 extern void R_Textures_Init(void);
6658 extern void GL_Draw_Init(void);
6659 extern void GL_Main_Init(void);
6660 extern void R_Shadow_Init(void);
6661 extern void R_Sky_Init(void);
6662 extern void GL_Surf_Init(void);
6663 extern void R_Particles_Init(void);
6664 extern void R_Explosion_Init(void);
6665 extern void gl_backend_init(void);
6666 extern void Sbar_Init(void);
6667 extern void R_LightningBeams_Init(void);
6668 extern void Mod_RenderInit(void);
6669 extern void Font_Init(void);
6671 void Render_Init(void)
6684 R_LightningBeams_Init();
6693 extern char *ENGINE_EXTENSIONS;
6696 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6697 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6698 gl_version = (const char *)qglGetString(GL_VERSION);
6699 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6703 if (!gl_platformextensions)
6704 gl_platformextensions = "";
6706 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6707 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6708 Con_Printf("GL_VERSION: %s\n", gl_version);
6709 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6710 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6712 VID_CheckExtensions();
6714 // LordHavoc: report supported extensions
6715 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6717 // clear to black (loading plaque will be seen over this)
6719 qglClearColor(0,0,0,1);CHECKGLERROR
6720 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6723 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6727 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6729 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6732 p = r_refdef.view.frustum + i;
6737 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6741 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6745 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6749 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6753 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6757 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6761 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6765 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6773 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6777 for (i = 0;i < numplanes;i++)
6784 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6788 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6792 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6796 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6800 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6804 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6808 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6812 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6820 //==================================================================================
6822 // LordHavoc: this stores temporary data used within the same frame
6824 qboolean r_framedata_failed;
6825 static size_t r_framedata_size;
6826 static size_t r_framedata_current;
6827 static void *r_framedata_base;
6829 void R_FrameData_Reset(void)
6831 if (r_framedata_base)
6832 Mem_Free(r_framedata_base);
6833 r_framedata_base = NULL;
6834 r_framedata_size = 0;
6835 r_framedata_current = 0;
6836 r_framedata_failed = false;
6839 void R_FrameData_NewFrame(void)
6842 if (r_framedata_failed)
6843 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6844 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6845 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6846 if (r_framedata_size != wantedsize)
6848 r_framedata_size = wantedsize;
6849 if (r_framedata_base)
6850 Mem_Free(r_framedata_base);
6851 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6853 r_framedata_current = 0;
6854 r_framedata_failed = false;
6857 void *R_FrameData_Alloc(size_t size)
6861 // align to 16 byte boundary
6862 size = (size + 15) & ~15;
6863 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6864 r_framedata_current += size;
6867 if (r_framedata_current > r_framedata_size)
6868 r_framedata_failed = true;
6870 // return NULL on everything after a failure
6871 if (r_framedata_failed)
6877 void *R_FrameData_Store(size_t size, void *data)
6879 void *d = R_FrameData_Alloc(size);
6881 memcpy(d, data, size);
6885 //==================================================================================
6887 // LordHavoc: animcache originally written by Echon, rewritten since then
6890 * Animation cache prevents re-generating mesh data for an animated model
6891 * multiple times in one frame for lighting, shadowing, reflections, etc.
6894 void R_AnimCache_Free(void)
6898 void R_AnimCache_ClearCache(void)
6901 entity_render_t *ent;
6903 for (i = 0;i < r_refdef.scene.numentities;i++)
6905 ent = r_refdef.scene.entities[i];
6906 ent->animcache_vertex3f = NULL;
6907 ent->animcache_normal3f = NULL;
6908 ent->animcache_svector3f = NULL;
6909 ent->animcache_tvector3f = NULL;
6913 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6915 dp_model_t *model = ent->model;
6917 // see if it's already cached this frame
6918 if (ent->animcache_vertex3f)
6920 // add normals/tangents if needed
6921 if (wantnormals || wanttangents)
6923 if (ent->animcache_normal3f)
6924 wantnormals = false;
6925 if (ent->animcache_svector3f)
6926 wanttangents = false;
6927 if (wantnormals || wanttangents)
6929 numvertices = model->surfmesh.num_vertices;
6931 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6934 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6935 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6937 if (!r_framedata_failed)
6938 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6944 // see if this ent is worth caching
6945 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6947 // get some memory for this entity and generate mesh data
6948 numvertices = model->surfmesh.num_vertices;
6949 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6951 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6954 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6955 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6957 if (!r_framedata_failed)
6958 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6960 return !r_framedata_failed;
6963 void R_AnimCache_CacheVisibleEntities(void)
6966 qboolean wantnormals = !r_showsurfaces.integer;
6967 qboolean wanttangents = !r_showsurfaces.integer;
6969 switch(vid.renderpath)
6971 case RENDERPATH_GL20:
6972 case RENDERPATH_CGGL:
6974 case RENDERPATH_GL13:
6975 case RENDERPATH_GL11:
6976 wanttangents = false;
6980 // TODO: thread this
6981 // NOTE: R_PrepareRTLights() also caches entities
6983 for (i = 0;i < r_refdef.scene.numentities;i++)
6984 if (r_refdef.viewcache.entityvisible[i])
6985 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6988 //==================================================================================
6990 static void R_View_UpdateEntityLighting (void)
6993 entity_render_t *ent;
6994 vec3_t tempdiffusenormal, avg;
6995 vec_t f, fa, fd, fdd;
6996 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6998 for (i = 0;i < r_refdef.scene.numentities;i++)
7000 ent = r_refdef.scene.entities[i];
7002 // skip unseen models
7003 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7007 if (ent->model && ent->model->brush.num_leafs)
7009 // TODO: use modellight for r_ambient settings on world?
7010 VectorSet(ent->modellight_ambient, 0, 0, 0);
7011 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7012 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7016 // fetch the lighting from the worldmodel data
7017 VectorClear(ent->modellight_ambient);
7018 VectorClear(ent->modellight_diffuse);
7019 VectorClear(tempdiffusenormal);
7020 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7023 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7024 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7025 if(ent->flags & RENDER_EQUALIZE)
7027 // first fix up ambient lighting...
7028 if(r_equalize_entities_minambient.value > 0)
7030 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7033 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7034 if(fa < r_equalize_entities_minambient.value * fd)
7037 // fa'/fd' = minambient
7038 // fa'+0.25*fd' = fa+0.25*fd
7040 // fa' = fd' * minambient
7041 // fd'*(0.25+minambient) = fa+0.25*fd
7043 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7044 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7046 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7047 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
7048 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7049 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7054 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7056 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7057 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7060 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7061 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7062 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7068 VectorSet(ent->modellight_ambient, 1, 1, 1);
7070 // move the light direction into modelspace coordinates for lighting code
7071 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7072 if(VectorLength2(ent->modellight_lightdir) == 0)
7073 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7074 VectorNormalize(ent->modellight_lightdir);
7078 #define MAX_LINEOFSIGHTTRACES 64
7080 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7083 vec3_t boxmins, boxmaxs;
7086 dp_model_t *model = r_refdef.scene.worldmodel;
7088 if (!model || !model->brush.TraceLineOfSight)
7091 // expand the box a little
7092 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7093 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7094 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7095 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7096 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7097 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7099 // return true if eye is inside enlarged box
7100 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7104 VectorCopy(eye, start);
7105 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7106 if (model->brush.TraceLineOfSight(model, start, end))
7109 // try various random positions
7110 for (i = 0;i < numsamples;i++)
7112 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7113 if (model->brush.TraceLineOfSight(model, start, end))
7121 static void R_View_UpdateEntityVisible (void)
7126 entity_render_t *ent;
7128 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7129 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7130 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7131 : RENDER_EXTERIORMODEL;
7132 if (!r_drawviewmodel.integer)
7133 renderimask |= RENDER_VIEWMODEL;
7134 if (!r_drawexteriormodel.integer)
7135 renderimask |= RENDER_EXTERIORMODEL;
7136 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7138 // worldmodel can check visibility
7139 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7140 for (i = 0;i < r_refdef.scene.numentities;i++)
7142 ent = r_refdef.scene.entities[i];
7143 if (!(ent->flags & renderimask))
7144 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)))
7145 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))
7146 r_refdef.viewcache.entityvisible[i] = true;
7148 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7149 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7151 for (i = 0;i < r_refdef.scene.numentities;i++)
7153 ent = r_refdef.scene.entities[i];
7154 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7156 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7158 continue; // temp entities do pvs only
7159 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7160 ent->last_trace_visibility = realtime;
7161 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7162 r_refdef.viewcache.entityvisible[i] = 0;
7169 // no worldmodel or it can't check visibility
7170 for (i = 0;i < r_refdef.scene.numentities;i++)
7172 ent = r_refdef.scene.entities[i];
7173 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));
7178 /// only used if skyrendermasked, and normally returns false
7179 int R_DrawBrushModelsSky (void)
7182 entity_render_t *ent;
7185 for (i = 0;i < r_refdef.scene.numentities;i++)
7187 if (!r_refdef.viewcache.entityvisible[i])
7189 ent = r_refdef.scene.entities[i];
7190 if (!ent->model || !ent->model->DrawSky)
7192 ent->model->DrawSky(ent);
7198 static void R_DrawNoModel(entity_render_t *ent);
7199 static void R_DrawModels(void)
7202 entity_render_t *ent;
7204 for (i = 0;i < r_refdef.scene.numentities;i++)
7206 if (!r_refdef.viewcache.entityvisible[i])
7208 ent = r_refdef.scene.entities[i];
7209 r_refdef.stats.entities++;
7210 if (ent->model && ent->model->Draw != NULL)
7211 ent->model->Draw(ent);
7217 static void R_DrawModelsDepth(void)
7220 entity_render_t *ent;
7222 for (i = 0;i < r_refdef.scene.numentities;i++)
7224 if (!r_refdef.viewcache.entityvisible[i])
7226 ent = r_refdef.scene.entities[i];
7227 if (ent->model && ent->model->DrawDepth != NULL)
7228 ent->model->DrawDepth(ent);
7232 static void R_DrawModelsDebug(void)
7235 entity_render_t *ent;
7237 for (i = 0;i < r_refdef.scene.numentities;i++)
7239 if (!r_refdef.viewcache.entityvisible[i])
7241 ent = r_refdef.scene.entities[i];
7242 if (ent->model && ent->model->DrawDebug != NULL)
7243 ent->model->DrawDebug(ent);
7247 static void R_DrawModelsAddWaterPlanes(void)
7250 entity_render_t *ent;
7252 for (i = 0;i < r_refdef.scene.numentities;i++)
7254 if (!r_refdef.viewcache.entityvisible[i])
7256 ent = r_refdef.scene.entities[i];
7257 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7258 ent->model->DrawAddWaterPlanes(ent);
7262 static void R_View_SetFrustum(void)
7265 double slopex, slopey;
7266 vec3_t forward, left, up, origin;
7268 // we can't trust r_refdef.view.forward and friends in reflected scenes
7269 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7272 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7273 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7274 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7275 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7276 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7277 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7278 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7279 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7280 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7281 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7282 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7283 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7287 zNear = r_refdef.nearclip;
7288 nudge = 1.0 - 1.0 / (1<<23);
7289 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7290 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7291 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7292 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7293 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7294 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7295 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7296 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7302 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7303 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7304 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7305 r_refdef.view.frustum[0].dist = m[15] - m[12];
7307 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7308 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7309 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7310 r_refdef.view.frustum[1].dist = m[15] + m[12];
7312 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7313 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7314 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7315 r_refdef.view.frustum[2].dist = m[15] - m[13];
7317 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7318 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7319 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7320 r_refdef.view.frustum[3].dist = m[15] + m[13];
7322 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7323 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7324 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7325 r_refdef.view.frustum[4].dist = m[15] - m[14];
7327 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7328 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7329 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7330 r_refdef.view.frustum[5].dist = m[15] + m[14];
7333 if (r_refdef.view.useperspective)
7335 slopex = 1.0 / r_refdef.view.frustum_x;
7336 slopey = 1.0 / r_refdef.view.frustum_y;
7337 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7338 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7339 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7340 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7341 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7343 // Leaving those out was a mistake, those were in the old code, and they
7344 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7345 // I couldn't reproduce it after adding those normalizations. --blub
7346 VectorNormalize(r_refdef.view.frustum[0].normal);
7347 VectorNormalize(r_refdef.view.frustum[1].normal);
7348 VectorNormalize(r_refdef.view.frustum[2].normal);
7349 VectorNormalize(r_refdef.view.frustum[3].normal);
7351 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7352 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7353 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7354 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7355 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7357 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7358 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7359 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7360 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7361 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7365 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7366 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7367 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7368 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7369 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7370 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7371 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7372 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7373 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7374 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7376 r_refdef.view.numfrustumplanes = 5;
7378 if (r_refdef.view.useclipplane)
7380 r_refdef.view.numfrustumplanes = 6;
7381 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7384 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7385 PlaneClassify(r_refdef.view.frustum + i);
7387 // LordHavoc: note to all quake engine coders, Quake had a special case
7388 // for 90 degrees which assumed a square view (wrong), so I removed it,
7389 // Quake2 has it disabled as well.
7391 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7392 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7393 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7394 //PlaneClassify(&frustum[0]);
7396 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7397 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7398 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7399 //PlaneClassify(&frustum[1]);
7401 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7402 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7403 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7404 //PlaneClassify(&frustum[2]);
7406 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7407 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7408 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7409 //PlaneClassify(&frustum[3]);
7412 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7413 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7414 //PlaneClassify(&frustum[4]);
7417 void R_View_Update(void)
7419 R_Main_ResizeViewCache();
7420 R_View_SetFrustum();
7421 R_View_WorldVisibility(r_refdef.view.useclipplane);
7422 R_View_UpdateEntityVisible();
7423 R_View_UpdateEntityLighting();
7426 void R_SetupView(qboolean allowwaterclippingplane)
7428 const float *customclipplane = NULL;
7430 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7432 // LordHavoc: couldn't figure out how to make this approach the
7433 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7434 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7435 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7436 dist = r_refdef.view.clipplane.dist;
7437 plane[0] = r_refdef.view.clipplane.normal[0];
7438 plane[1] = r_refdef.view.clipplane.normal[1];
7439 plane[2] = r_refdef.view.clipplane.normal[2];
7441 customclipplane = plane;
7444 if (!r_refdef.view.useperspective)
7445 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);
7446 else if (vid.stencil && r_useinfinitefarclip.integer)
7447 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);
7449 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);
7450 R_SetViewport(&r_refdef.view.viewport);
7453 void R_EntityMatrix(const matrix4x4_t *matrix)
7455 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7457 gl_modelmatrixchanged = false;
7458 gl_modelmatrix = *matrix;
7459 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7460 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7461 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7462 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7464 switch(vid.renderpath)
7466 case RENDERPATH_GL20:
7467 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7468 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7469 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7471 case RENDERPATH_CGGL:
7474 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7475 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7476 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7479 case RENDERPATH_GL13:
7480 case RENDERPATH_GL11:
7481 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7487 void R_ResetViewRendering2D(void)
7489 r_viewport_t viewport;
7492 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7493 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);
7494 R_SetViewport(&viewport);
7495 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7496 GL_Color(1, 1, 1, 1);
7497 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7498 GL_BlendFunc(GL_ONE, GL_ZERO);
7499 GL_AlphaTest(false);
7500 GL_ScissorTest(false);
7501 GL_DepthMask(false);
7502 GL_DepthRange(0, 1);
7503 GL_DepthTest(false);
7504 R_EntityMatrix(&identitymatrix);
7505 R_Mesh_ResetTextureState();
7506 GL_PolygonOffset(0, 0);
7507 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7508 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7509 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7510 qglStencilMask(~0);CHECKGLERROR
7511 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7512 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7513 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7516 void R_ResetViewRendering3D(void)
7521 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7522 GL_Color(1, 1, 1, 1);
7523 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7524 GL_BlendFunc(GL_ONE, GL_ZERO);
7525 GL_AlphaTest(false);
7526 GL_ScissorTest(true);
7528 GL_DepthRange(0, 1);
7530 R_EntityMatrix(&identitymatrix);
7531 R_Mesh_ResetTextureState();
7532 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7533 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7534 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7535 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7536 qglStencilMask(~0);CHECKGLERROR
7537 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7538 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7539 GL_CullFace(r_refdef.view.cullface_back);
7544 R_RenderView_UpdateViewVectors
7547 static void R_RenderView_UpdateViewVectors(void)
7549 // break apart the view matrix into vectors for various purposes
7550 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7551 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7552 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7553 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7554 // make an inverted copy of the view matrix for tracking sprites
7555 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7558 void R_RenderScene(void);
7559 void R_RenderWaterPlanes(void);
7561 static void R_Water_StartFrame(void)
7564 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7565 r_waterstate_waterplane_t *p;
7567 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7570 switch(vid.renderpath)
7572 case RENDERPATH_GL20:
7573 case RENDERPATH_CGGL:
7575 case RENDERPATH_GL13:
7576 case RENDERPATH_GL11:
7580 // set waterwidth and waterheight to the water resolution that will be
7581 // used (often less than the screen resolution for faster rendering)
7582 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7583 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7585 // calculate desired texture sizes
7586 // can't use water if the card does not support the texture size
7587 if (!r_water.integer || r_showsurfaces.integer)
7588 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7589 else if (vid.support.arb_texture_non_power_of_two)
7591 texturewidth = waterwidth;
7592 textureheight = waterheight;
7593 camerawidth = waterwidth;
7594 cameraheight = waterheight;
7598 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7599 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7600 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7601 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7604 // allocate textures as needed
7605 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7607 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7608 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7610 if (p->texture_refraction)
7611 R_FreeTexture(p->texture_refraction);
7612 p->texture_refraction = NULL;
7613 if (p->texture_reflection)
7614 R_FreeTexture(p->texture_reflection);
7615 p->texture_reflection = NULL;
7616 if (p->texture_camera)
7617 R_FreeTexture(p->texture_camera);
7618 p->texture_camera = NULL;
7620 memset(&r_waterstate, 0, sizeof(r_waterstate));
7621 r_waterstate.texturewidth = texturewidth;
7622 r_waterstate.textureheight = textureheight;
7623 r_waterstate.camerawidth = camerawidth;
7624 r_waterstate.cameraheight = cameraheight;
7627 if (r_waterstate.texturewidth)
7629 r_waterstate.enabled = true;
7631 // when doing a reduced render (HDR) we want to use a smaller area
7632 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7633 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7635 // set up variables that will be used in shader setup
7636 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7637 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7638 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7639 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7642 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7643 r_waterstate.numwaterplanes = 0;
7646 void R_Water_AddWaterPlane(msurface_t *surface)
7648 int triangleindex, planeindex;
7655 r_waterstate_waterplane_t *p;
7656 texture_t *t = R_GetCurrentTexture(surface->texture);
7657 cam_ent = t->camera_entity;
7658 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7661 // just use the first triangle with a valid normal for any decisions
7662 VectorClear(normal);
7663 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7665 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7666 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7667 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7668 TriangleNormal(vert[0], vert[1], vert[2], normal);
7669 if (VectorLength2(normal) >= 0.001)
7673 VectorCopy(normal, plane.normal);
7674 VectorNormalize(plane.normal);
7675 plane.dist = DotProduct(vert[0], plane.normal);
7676 PlaneClassify(&plane);
7677 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7679 // skip backfaces (except if nocullface is set)
7680 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7682 VectorNegate(plane.normal, plane.normal);
7684 PlaneClassify(&plane);
7688 // find a matching plane if there is one
7689 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7690 if(p->camera_entity == t->camera_entity)
7691 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7693 if (planeindex >= r_waterstate.maxwaterplanes)
7694 return; // nothing we can do, out of planes
7696 // if this triangle does not fit any known plane rendered this frame, add one
7697 if (planeindex >= r_waterstate.numwaterplanes)
7699 // store the new plane
7700 r_waterstate.numwaterplanes++;
7702 // clear materialflags and pvs
7703 p->materialflags = 0;
7704 p->pvsvalid = false;
7705 p->camera_entity = t->camera_entity;
7707 // merge this surface's materialflags into the waterplane
7708 p->materialflags |= t->currentmaterialflags;
7709 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7711 // merge this surface's PVS into the waterplane
7712 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7713 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7714 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7716 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7722 static void R_Water_ProcessPlanes(void)
7724 r_refdef_view_t originalview;
7725 r_refdef_view_t myview;
7727 r_waterstate_waterplane_t *p;
7730 originalview = r_refdef.view;
7732 // make sure enough textures are allocated
7733 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7735 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7737 if (!p->texture_refraction)
7738 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7739 if (!p->texture_refraction)
7742 else if (p->materialflags & MATERIALFLAG_CAMERA)
7744 if (!p->texture_camera)
7745 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7746 if (!p->texture_camera)
7750 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7752 if (!p->texture_reflection)
7753 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7754 if (!p->texture_reflection)
7760 r_refdef.view = originalview;
7761 r_refdef.view.showdebug = false;
7762 r_refdef.view.width = r_waterstate.waterwidth;
7763 r_refdef.view.height = r_waterstate.waterheight;
7764 r_refdef.view.useclipplane = true;
7765 myview = r_refdef.view;
7766 r_waterstate.renderingscene = true;
7767 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7769 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7771 r_refdef.view = myview;
7772 // render reflected scene and copy into texture
7773 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7774 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7775 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7776 r_refdef.view.clipplane = p->plane;
7777 // reverse the cullface settings for this render
7778 r_refdef.view.cullface_front = GL_FRONT;
7779 r_refdef.view.cullface_back = GL_BACK;
7780 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7782 r_refdef.view.usecustompvs = true;
7784 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7786 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7789 R_ResetViewRendering3D();
7790 R_ClearScreen(r_refdef.fogenabled);
7794 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);
7797 // render the normal view scene and copy into texture
7798 // (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)
7799 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7801 r_waterstate.renderingrefraction = true;
7802 r_refdef.view = myview;
7804 r_refdef.view.clipplane = p->plane;
7805 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7806 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7808 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7810 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7811 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7812 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7813 R_RenderView_UpdateViewVectors();
7814 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7816 r_refdef.view.usecustompvs = true;
7817 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);
7821 PlaneClassify(&r_refdef.view.clipplane);
7823 R_ResetViewRendering3D();
7824 R_ClearScreen(r_refdef.fogenabled);
7828 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);
7829 r_waterstate.renderingrefraction = false;
7831 else if (p->materialflags & MATERIALFLAG_CAMERA)
7833 r_refdef.view = myview;
7835 r_refdef.view.clipplane = p->plane;
7836 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7837 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7839 r_refdef.view.width = r_waterstate.camerawidth;
7840 r_refdef.view.height = r_waterstate.cameraheight;
7841 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7842 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7844 if(p->camera_entity)
7846 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7847 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7850 // reverse the cullface settings for this render
7851 r_refdef.view.cullface_front = GL_FRONT;
7852 r_refdef.view.cullface_back = GL_BACK;
7853 // also reverse the view matrix
7854 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
7855 R_RenderView_UpdateViewVectors();
7856 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7858 r_refdef.view.usecustompvs = true;
7859 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);
7862 // camera needs no clipplane
7863 r_refdef.view.useclipplane = false;
7865 PlaneClassify(&r_refdef.view.clipplane);
7867 R_ResetViewRendering3D();
7868 R_ClearScreen(r_refdef.fogenabled);
7872 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);
7873 r_waterstate.renderingrefraction = false;
7877 r_waterstate.renderingscene = false;
7878 r_refdef.view = originalview;
7879 R_ResetViewRendering3D();
7880 R_ClearScreen(r_refdef.fogenabled);
7884 r_refdef.view = originalview;
7885 r_waterstate.renderingscene = false;
7886 Cvar_SetValueQuick(&r_water, 0);
7887 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7891 void R_Bloom_StartFrame(void)
7893 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7895 switch(vid.renderpath)
7897 case RENDERPATH_GL20:
7898 case RENDERPATH_CGGL:
7900 case RENDERPATH_GL13:
7901 case RENDERPATH_GL11:
7905 // set bloomwidth and bloomheight to the bloom resolution that will be
7906 // used (often less than the screen resolution for faster rendering)
7907 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7908 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7909 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7910 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7911 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7913 // calculate desired texture sizes
7914 if (vid.support.arb_texture_non_power_of_two)
7916 screentexturewidth = r_refdef.view.width;
7917 screentextureheight = r_refdef.view.height;
7918 bloomtexturewidth = r_bloomstate.bloomwidth;
7919 bloomtextureheight = r_bloomstate.bloomheight;
7923 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7924 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7925 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7926 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7929 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))
7931 Cvar_SetValueQuick(&r_hdr, 0);
7932 Cvar_SetValueQuick(&r_bloom, 0);
7933 Cvar_SetValueQuick(&r_motionblur, 0);
7934 Cvar_SetValueQuick(&r_damageblur, 0);
7937 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)))
7938 screentexturewidth = screentextureheight = 0;
7939 if (!r_hdr.integer && !r_bloom.integer)
7940 bloomtexturewidth = bloomtextureheight = 0;
7942 // allocate textures as needed
7943 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7945 if (r_bloomstate.texture_screen)
7946 R_FreeTexture(r_bloomstate.texture_screen);
7947 r_bloomstate.texture_screen = NULL;
7948 r_bloomstate.screentexturewidth = screentexturewidth;
7949 r_bloomstate.screentextureheight = screentextureheight;
7950 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7951 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7953 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7955 if (r_bloomstate.texture_bloom)
7956 R_FreeTexture(r_bloomstate.texture_bloom);
7957 r_bloomstate.texture_bloom = NULL;
7958 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7959 r_bloomstate.bloomtextureheight = bloomtextureheight;
7960 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7961 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7964 // when doing a reduced render (HDR) we want to use a smaller area
7965 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7966 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7967 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7968 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7969 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7971 // set up a texcoord array for the full resolution screen image
7972 // (we have to keep this around to copy back during final render)
7973 r_bloomstate.screentexcoord2f[0] = 0;
7974 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7975 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7976 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7977 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7978 r_bloomstate.screentexcoord2f[5] = 0;
7979 r_bloomstate.screentexcoord2f[6] = 0;
7980 r_bloomstate.screentexcoord2f[7] = 0;
7982 // set up a texcoord array for the reduced resolution bloom image
7983 // (which will be additive blended over the screen image)
7984 r_bloomstate.bloomtexcoord2f[0] = 0;
7985 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7986 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7987 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7988 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7989 r_bloomstate.bloomtexcoord2f[5] = 0;
7990 r_bloomstate.bloomtexcoord2f[6] = 0;
7991 r_bloomstate.bloomtexcoord2f[7] = 0;
7993 if (r_hdr.integer || r_bloom.integer)
7995 r_bloomstate.enabled = true;
7996 r_bloomstate.hdr = r_hdr.integer != 0;
7999 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);
8002 void R_Bloom_CopyBloomTexture(float colorscale)
8004 r_refdef.stats.bloom++;
8006 // scale down screen texture to the bloom texture size
8008 R_SetViewport(&r_bloomstate.viewport);
8009 GL_BlendFunc(GL_ONE, GL_ZERO);
8010 GL_Color(colorscale, colorscale, colorscale, 1);
8011 // TODO: optimize with multitexture or GLSL
8012 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8013 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8014 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8015 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8017 // we now have a bloom image in the framebuffer
8018 // copy it into the bloom image texture for later processing
8019 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);
8020 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8023 void R_Bloom_CopyHDRTexture(void)
8025 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);
8026 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8029 void R_Bloom_MakeTexture(void)
8032 float xoffset, yoffset, r, brighten;
8034 r_refdef.stats.bloom++;
8036 R_ResetViewRendering2D();
8037 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8038 R_Mesh_ColorPointer(NULL, 0, 0);
8040 // we have a bloom image in the framebuffer
8042 R_SetViewport(&r_bloomstate.viewport);
8044 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8047 r = bound(0, r_bloom_colorexponent.value / x, 1);
8048 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8049 GL_Color(r, r, r, 1);
8050 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8051 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8052 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8053 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8055 // copy the vertically blurred bloom view to a texture
8056 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);
8057 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8060 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8061 brighten = r_bloom_brighten.value;
8063 brighten *= r_hdr_range.value;
8064 brighten = sqrt(brighten);
8066 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8067 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8068 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8070 for (dir = 0;dir < 2;dir++)
8072 // blend on at multiple vertical offsets to achieve a vertical blur
8073 // TODO: do offset blends using GLSL
8074 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8075 GL_BlendFunc(GL_ONE, GL_ZERO);
8076 for (x = -range;x <= range;x++)
8078 if (!dir){xoffset = 0;yoffset = x;}
8079 else {xoffset = x;yoffset = 0;}
8080 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8081 yoffset /= (float)r_bloomstate.bloomtextureheight;
8082 // compute a texcoord array with the specified x and y offset
8083 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8084 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8085 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8086 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8087 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8088 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8089 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8090 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8091 // this r value looks like a 'dot' particle, fading sharply to
8092 // black at the edges
8093 // (probably not realistic but looks good enough)
8094 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8095 //r = brighten/(range*2+1);
8096 r = brighten / (range * 2 + 1);
8098 r *= (1 - x*x/(float)(range*range));
8099 GL_Color(r, r, r, 1);
8100 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8101 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8102 GL_BlendFunc(GL_ONE, GL_ONE);
8105 // copy the vertically blurred bloom view to a texture
8106 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);
8107 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8110 // apply subtract last
8111 // (just like it would be in a GLSL shader)
8112 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8114 GL_BlendFunc(GL_ONE, GL_ZERO);
8115 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8116 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8117 GL_Color(1, 1, 1, 1);
8118 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8119 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8121 GL_BlendFunc(GL_ONE, GL_ONE);
8122 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8123 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8125 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8126 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8127 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8128 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8130 // copy the darkened bloom view to a texture
8131 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);
8132 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8136 void R_HDR_RenderBloomTexture(void)
8138 int oldwidth, oldheight;
8139 float oldcolorscale;
8141 oldcolorscale = r_refdef.view.colorscale;
8142 oldwidth = r_refdef.view.width;
8143 oldheight = r_refdef.view.height;
8144 r_refdef.view.width = r_bloomstate.bloomwidth;
8145 r_refdef.view.height = r_bloomstate.bloomheight;
8147 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8148 // TODO: add exposure compensation features
8149 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8151 r_refdef.view.showdebug = false;
8152 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8154 R_ResetViewRendering3D();
8156 R_ClearScreen(r_refdef.fogenabled);
8157 if (r_timereport_active)
8158 R_TimeReport("HDRclear");
8161 if (r_timereport_active)
8162 R_TimeReport("visibility");
8164 // only do secondary renders with HDR if r_hdr is 2 or higher
8165 r_waterstate.numwaterplanes = 0;
8166 if (r_waterstate.enabled && r_hdr.integer >= 2)
8167 R_RenderWaterPlanes();
8169 r_refdef.view.showdebug = true;
8171 r_waterstate.numwaterplanes = 0;
8173 R_ResetViewRendering2D();
8175 R_Bloom_CopyHDRTexture();
8176 R_Bloom_MakeTexture();
8178 // restore the view settings
8179 r_refdef.view.width = oldwidth;
8180 r_refdef.view.height = oldheight;
8181 r_refdef.view.colorscale = oldcolorscale;
8183 R_ResetViewRendering3D();
8185 R_ClearScreen(r_refdef.fogenabled);
8186 if (r_timereport_active)
8187 R_TimeReport("viewclear");
8190 static void R_BlendView(void)
8192 unsigned int permutation;
8193 float uservecs[4][4];
8195 switch (vid.renderpath)
8197 case RENDERPATH_GL20:
8198 case RENDERPATH_CGGL:
8200 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8201 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8202 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8203 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8204 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8206 if (r_bloomstate.texture_screen)
8208 // make sure the buffer is available
8209 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8211 R_ResetViewRendering2D();
8212 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8213 R_Mesh_ColorPointer(NULL, 0, 0);
8215 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8217 // declare variables
8219 static float avgspeed;
8221 speed = VectorLength(cl.movement_velocity);
8223 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8224 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8226 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8227 speed = bound(0, speed, 1);
8228 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8230 // calculate values into a standard alpha
8231 cl.motionbluralpha = 1 - exp(-
8233 (r_motionblur.value * speed / 80)
8235 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8238 max(0.0001, cl.time - cl.oldtime) // fps independent
8241 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8242 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8244 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8247 GL_Color(1, 1, 1, cl.motionbluralpha);
8248 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8250 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8251 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8255 // copy view into the screen texture
8256 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);
8257 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8259 else if (!r_bloomstate.texture_bloom)
8261 // we may still have to do view tint...
8262 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8264 // apply a color tint to the whole view
8265 R_ResetViewRendering2D();
8266 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8267 R_Mesh_ColorPointer(NULL, 0, 0);
8268 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8270 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8271 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8273 break; // no screen processing, no bloom, skip it
8276 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8278 // render simple bloom effect
8279 // copy the screen and shrink it and darken it for the bloom process
8280 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8281 // make the bloom texture
8282 R_Bloom_MakeTexture();
8285 #if _MSC_VER >= 1400
8286 #define sscanf sscanf_s
8288 memset(uservecs, 0, sizeof(uservecs));
8289 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8290 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8291 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8292 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8294 R_ResetViewRendering2D();
8295 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8296 R_Mesh_ColorPointer(NULL, 0, 0);
8297 GL_Color(1, 1, 1, 1);
8298 GL_BlendFunc(GL_ONE, GL_ZERO);
8299 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8300 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8302 switch(vid.renderpath)
8304 case RENDERPATH_GL20:
8305 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8306 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8307 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8308 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8309 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]);
8310 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8311 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]);
8312 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]);
8313 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]);
8314 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]);
8315 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8316 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8318 case RENDERPATH_CGGL:
8320 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8321 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8322 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8323 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8324 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
8325 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8326 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
8327 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
8328 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
8329 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
8330 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8331 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8337 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8338 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8340 case RENDERPATH_GL13:
8341 case RENDERPATH_GL11:
8342 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8344 // apply a color tint to the whole view
8345 R_ResetViewRendering2D();
8346 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8347 R_Mesh_ColorPointer(NULL, 0, 0);
8348 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8349 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8350 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8351 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8357 matrix4x4_t r_waterscrollmatrix;
8359 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8361 if (r_refdef.fog_density)
8363 r_refdef.fogcolor[0] = r_refdef.fog_red;
8364 r_refdef.fogcolor[1] = r_refdef.fog_green;
8365 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8367 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8368 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8369 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8370 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8374 VectorCopy(r_refdef.fogcolor, fogvec);
8375 // color.rgb *= ContrastBoost * SceneBrightness;
8376 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8377 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8378 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8379 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8384 void R_UpdateVariables(void)
8388 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8390 r_refdef.farclip = r_farclip_base.value;
8391 if (r_refdef.scene.worldmodel)
8392 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8393 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8395 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8396 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8397 r_refdef.polygonfactor = 0;
8398 r_refdef.polygonoffset = 0;
8399 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8400 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8402 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8403 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8404 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8405 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8406 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8407 if (r_showsurfaces.integer)
8409 r_refdef.scene.rtworld = false;
8410 r_refdef.scene.rtworldshadows = false;
8411 r_refdef.scene.rtdlight = false;
8412 r_refdef.scene.rtdlightshadows = false;
8413 r_refdef.lightmapintensity = 0;
8416 if (gamemode == GAME_NEHAHRA)
8418 if (gl_fogenable.integer)
8420 r_refdef.oldgl_fogenable = true;
8421 r_refdef.fog_density = gl_fogdensity.value;
8422 r_refdef.fog_red = gl_fogred.value;
8423 r_refdef.fog_green = gl_foggreen.value;
8424 r_refdef.fog_blue = gl_fogblue.value;
8425 r_refdef.fog_alpha = 1;
8426 r_refdef.fog_start = 0;
8427 r_refdef.fog_end = gl_skyclip.value;
8428 r_refdef.fog_height = 1<<30;
8429 r_refdef.fog_fadedepth = 128;
8431 else if (r_refdef.oldgl_fogenable)
8433 r_refdef.oldgl_fogenable = false;
8434 r_refdef.fog_density = 0;
8435 r_refdef.fog_red = 0;
8436 r_refdef.fog_green = 0;
8437 r_refdef.fog_blue = 0;
8438 r_refdef.fog_alpha = 0;
8439 r_refdef.fog_start = 0;
8440 r_refdef.fog_end = 0;
8441 r_refdef.fog_height = 1<<30;
8442 r_refdef.fog_fadedepth = 128;
8446 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8447 r_refdef.fog_start = max(0, r_refdef.fog_start);
8448 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8450 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8452 if (r_refdef.fog_density && r_drawfog.integer)
8454 r_refdef.fogenabled = true;
8455 // this is the point where the fog reaches 0.9986 alpha, which we
8456 // consider a good enough cutoff point for the texture
8457 // (0.9986 * 256 == 255.6)
8458 if (r_fog_exp2.integer)
8459 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8461 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8462 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8463 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8464 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8465 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8466 R_BuildFogHeightTexture();
8467 // fog color was already set
8468 // update the fog texture
8469 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)
8470 R_BuildFogTexture();
8471 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8472 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8475 r_refdef.fogenabled = false;
8477 switch(vid.renderpath)
8479 case RENDERPATH_GL20:
8480 case RENDERPATH_CGGL:
8481 if(v_glslgamma.integer && !vid_gammatables_trivial)
8483 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8485 // build GLSL gamma texture
8486 #define RAMPWIDTH 256
8487 unsigned short ramp[RAMPWIDTH * 3];
8488 unsigned char rampbgr[RAMPWIDTH][4];
8491 r_texture_gammaramps_serial = vid_gammatables_serial;
8493 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8494 for(i = 0; i < RAMPWIDTH; ++i)
8496 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8497 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8498 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8501 if (r_texture_gammaramps)
8503 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8507 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8513 // remove GLSL gamma texture
8516 case RENDERPATH_GL13:
8517 case RENDERPATH_GL11:
8522 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8523 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8529 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8530 if( scenetype != r_currentscenetype ) {
8531 // store the old scenetype
8532 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8533 r_currentscenetype = scenetype;
8534 // move in the new scene
8535 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8544 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8546 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8547 if( scenetype == r_currentscenetype ) {
8548 return &r_refdef.scene;
8550 return &r_scenes_store[ scenetype ];
8559 void R_RenderView(void)
8561 if (r_timereport_active)
8562 R_TimeReport("start");
8563 r_textureframe++; // used only by R_GetCurrentTexture
8564 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8566 if (!r_drawentities.integer)
8567 r_refdef.scene.numentities = 0;
8569 R_AnimCache_ClearCache();
8570 R_FrameData_NewFrame();
8572 if (r_refdef.view.isoverlay)
8574 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8575 GL_Clear( GL_DEPTH_BUFFER_BIT );
8576 R_TimeReport("depthclear");
8578 r_refdef.view.showdebug = false;
8580 r_waterstate.enabled = false;
8581 r_waterstate.numwaterplanes = 0;
8589 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8590 return; //Host_Error ("R_RenderView: NULL worldmodel");
8592 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8594 R_RenderView_UpdateViewVectors();
8596 R_Shadow_UpdateWorldLightSelection();
8598 R_Bloom_StartFrame();
8599 R_Water_StartFrame();
8602 if (r_timereport_active)
8603 R_TimeReport("viewsetup");
8605 R_ResetViewRendering3D();
8607 if (r_refdef.view.clear || r_refdef.fogenabled)
8609 R_ClearScreen(r_refdef.fogenabled);
8610 if (r_timereport_active)
8611 R_TimeReport("viewclear");
8613 r_refdef.view.clear = true;
8615 // this produces a bloom texture to be used in R_BlendView() later
8616 if (r_hdr.integer && r_bloomstate.bloomwidth)
8618 R_HDR_RenderBloomTexture();
8619 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8620 r_textureframe++; // used only by R_GetCurrentTexture
8623 r_refdef.view.showdebug = true;
8626 if (r_timereport_active)
8627 R_TimeReport("visibility");
8629 r_waterstate.numwaterplanes = 0;
8630 if (r_waterstate.enabled)
8631 R_RenderWaterPlanes();
8634 r_waterstate.numwaterplanes = 0;
8637 if (r_timereport_active)
8638 R_TimeReport("blendview");
8640 GL_Scissor(0, 0, vid.width, vid.height);
8641 GL_ScissorTest(false);
8645 void R_RenderWaterPlanes(void)
8647 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8649 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8650 if (r_timereport_active)
8651 R_TimeReport("waterworld");
8654 // don't let sound skip if going slow
8655 if (r_refdef.scene.extraupdate)
8658 R_DrawModelsAddWaterPlanes();
8659 if (r_timereport_active)
8660 R_TimeReport("watermodels");
8662 if (r_waterstate.numwaterplanes)
8664 R_Water_ProcessPlanes();
8665 if (r_timereport_active)
8666 R_TimeReport("waterscenes");
8670 extern void R_DrawLightningBeams (void);
8671 extern void VM_CL_AddPolygonsToMeshQueue (void);
8672 extern void R_DrawPortals (void);
8673 extern cvar_t cl_locs_show;
8674 static void R_DrawLocs(void);
8675 static void R_DrawEntityBBoxes(void);
8676 static void R_DrawModelDecals(void);
8677 extern void R_DrawModelShadows(void);
8678 extern void R_DrawModelShadowMaps(void);
8679 extern cvar_t cl_decals_newsystem;
8680 extern qboolean r_shadow_usingdeferredprepass;
8681 void R_RenderScene(void)
8683 qboolean shadowmapping = false;
8685 if (r_timereport_active)
8686 R_TimeReport("beginscene");
8688 r_refdef.stats.renders++;
8692 // don't let sound skip if going slow
8693 if (r_refdef.scene.extraupdate)
8696 R_MeshQueue_BeginScene();
8700 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);
8702 if (r_timereport_active)
8703 R_TimeReport("skystartframe");
8705 if (cl.csqc_vidvars.drawworld)
8707 // don't let sound skip if going slow
8708 if (r_refdef.scene.extraupdate)
8711 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8713 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8714 if (r_timereport_active)
8715 R_TimeReport("worldsky");
8718 if (R_DrawBrushModelsSky() && r_timereport_active)
8719 R_TimeReport("bmodelsky");
8721 if (skyrendermasked && skyrenderlater)
8723 // we have to force off the water clipping plane while rendering sky
8727 if (r_timereport_active)
8728 R_TimeReport("sky");
8732 R_AnimCache_CacheVisibleEntities();
8733 if (r_timereport_active)
8734 R_TimeReport("animation");
8736 R_Shadow_PrepareLights();
8737 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8738 R_Shadow_PrepareModelShadows();
8739 if (r_timereport_active)
8740 R_TimeReport("preparelights");
8742 if (R_Shadow_ShadowMappingEnabled())
8743 shadowmapping = true;
8745 if (r_shadow_usingdeferredprepass)
8746 R_Shadow_DrawPrepass();
8748 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8750 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8751 if (r_timereport_active)
8752 R_TimeReport("worlddepth");
8754 if (r_depthfirst.integer >= 2)
8756 R_DrawModelsDepth();
8757 if (r_timereport_active)
8758 R_TimeReport("modeldepth");
8761 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8763 R_DrawModelShadowMaps();
8764 R_ResetViewRendering3D();
8765 // don't let sound skip if going slow
8766 if (r_refdef.scene.extraupdate)
8770 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8772 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8773 if (r_timereport_active)
8774 R_TimeReport("world");
8777 // don't let sound skip if going slow
8778 if (r_refdef.scene.extraupdate)
8782 if (r_timereport_active)
8783 R_TimeReport("models");
8785 // don't let sound skip if going slow
8786 if (r_refdef.scene.extraupdate)
8789 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8791 R_DrawModelShadows();
8792 R_ResetViewRendering3D();
8793 // don't let sound skip if going slow
8794 if (r_refdef.scene.extraupdate)
8798 if (!r_shadow_usingdeferredprepass)
8800 R_Shadow_DrawLights();
8801 if (r_timereport_active)
8802 R_TimeReport("rtlights");
8805 // don't let sound skip if going slow
8806 if (r_refdef.scene.extraupdate)
8809 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8811 R_DrawModelShadows();
8812 R_ResetViewRendering3D();
8813 // don't let sound skip if going slow
8814 if (r_refdef.scene.extraupdate)
8818 if (cl.csqc_vidvars.drawworld)
8820 if (cl_decals_newsystem.integer)
8822 R_DrawModelDecals();
8823 if (r_timereport_active)
8824 R_TimeReport("modeldecals");
8829 if (r_timereport_active)
8830 R_TimeReport("decals");
8834 if (r_timereport_active)
8835 R_TimeReport("particles");
8838 if (r_timereport_active)
8839 R_TimeReport("explosions");
8841 R_DrawLightningBeams();
8842 if (r_timereport_active)
8843 R_TimeReport("lightning");
8846 VM_CL_AddPolygonsToMeshQueue();
8848 if (r_refdef.view.showdebug)
8850 if (cl_locs_show.integer)
8853 if (r_timereport_active)
8854 R_TimeReport("showlocs");
8857 if (r_drawportals.integer)
8860 if (r_timereport_active)
8861 R_TimeReport("portals");
8864 if (r_showbboxes.value > 0)
8866 R_DrawEntityBBoxes();
8867 if (r_timereport_active)
8868 R_TimeReport("bboxes");
8872 R_MeshQueue_RenderTransparent();
8873 if (r_timereport_active)
8874 R_TimeReport("drawtrans");
8876 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))
8878 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8879 if (r_timereport_active)
8880 R_TimeReport("worlddebug");
8881 R_DrawModelsDebug();
8882 if (r_timereport_active)
8883 R_TimeReport("modeldebug");
8886 if (cl.csqc_vidvars.drawworld)
8888 R_Shadow_DrawCoronas();
8889 if (r_timereport_active)
8890 R_TimeReport("coronas");
8893 // don't let sound skip if going slow
8894 if (r_refdef.scene.extraupdate)
8897 R_ResetViewRendering2D();
8900 static const unsigned short bboxelements[36] =
8910 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8913 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8915 RSurf_ActiveWorldEntity();
8917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8918 GL_DepthMask(false);
8919 GL_DepthRange(0, 1);
8920 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8921 R_Mesh_ResetTextureState();
8923 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8924 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8925 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8926 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8927 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8928 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8929 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8930 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8931 R_FillColors(color4f, 8, cr, cg, cb, ca);
8932 if (r_refdef.fogenabled)
8934 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8936 f1 = RSurf_FogVertex(v);
8938 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8939 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8940 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8943 R_Mesh_VertexPointer(vertex3f, 0, 0);
8944 R_Mesh_ColorPointer(color4f, 0, 0);
8945 R_Mesh_ResetTextureState();
8946 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8947 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8950 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8954 prvm_edict_t *edict;
8955 prvm_prog_t *prog_save = prog;
8957 // this function draws bounding boxes of server entities
8961 GL_CullFace(GL_NONE);
8962 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8966 for (i = 0;i < numsurfaces;i++)
8968 edict = PRVM_EDICT_NUM(surfacelist[i]);
8969 switch ((int)edict->fields.server->solid)
8971 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8972 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8973 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8974 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8975 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8976 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8978 color[3] *= r_showbboxes.value;
8979 color[3] = bound(0, color[3], 1);
8980 GL_DepthTest(!r_showdisabledepthtest.integer);
8981 GL_CullFace(r_refdef.view.cullface_front);
8982 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8988 static void R_DrawEntityBBoxes(void)
8991 prvm_edict_t *edict;
8993 prvm_prog_t *prog_save = prog;
8995 // this function draws bounding boxes of server entities
9001 for (i = 0;i < prog->num_edicts;i++)
9003 edict = PRVM_EDICT_NUM(i);
9004 if (edict->priv.server->free)
9006 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9007 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9009 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9011 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9012 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9018 static const int nomodelelement3i[24] =
9030 static const unsigned short nomodelelement3s[24] =
9042 static const float nomodelvertex3f[6*3] =
9052 static const float nomodelcolor4f[6*4] =
9054 0.0f, 0.0f, 0.5f, 1.0f,
9055 0.0f, 0.0f, 0.5f, 1.0f,
9056 0.0f, 0.5f, 0.0f, 1.0f,
9057 0.0f, 0.5f, 0.0f, 1.0f,
9058 0.5f, 0.0f, 0.0f, 1.0f,
9059 0.5f, 0.0f, 0.0f, 1.0f
9062 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9068 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);
9070 // this is only called once per entity so numsurfaces is always 1, and
9071 // surfacelist is always {0}, so this code does not handle batches
9073 if (rsurface.ent_flags & RENDER_ADDITIVE)
9075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9076 GL_DepthMask(false);
9078 else if (rsurface.colormod[3] < 1)
9080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9081 GL_DepthMask(false);
9085 GL_BlendFunc(GL_ONE, GL_ZERO);
9088 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9089 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9090 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9091 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9092 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9093 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9094 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9095 R_Mesh_ColorPointer(color4f, 0, 0);
9096 for (i = 0, c = color4f;i < 6;i++, c += 4)
9098 c[0] *= rsurface.colormod[0];
9099 c[1] *= rsurface.colormod[1];
9100 c[2] *= rsurface.colormod[2];
9101 c[3] *= rsurface.colormod[3];
9103 if (r_refdef.fogenabled)
9105 for (i = 0, c = color4f;i < 6;i++, c += 4)
9107 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9109 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9110 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9111 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9114 R_Mesh_ResetTextureState();
9115 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9118 void R_DrawNoModel(entity_render_t *ent)
9121 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9122 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9123 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9125 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9128 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9130 vec3_t right1, right2, diff, normal;
9132 VectorSubtract (org2, org1, normal);
9134 // calculate 'right' vector for start
9135 VectorSubtract (r_refdef.view.origin, org1, diff);
9136 CrossProduct (normal, diff, right1);
9137 VectorNormalize (right1);
9139 // calculate 'right' vector for end
9140 VectorSubtract (r_refdef.view.origin, org2, diff);
9141 CrossProduct (normal, diff, right2);
9142 VectorNormalize (right2);
9144 vert[ 0] = org1[0] + width * right1[0];
9145 vert[ 1] = org1[1] + width * right1[1];
9146 vert[ 2] = org1[2] + width * right1[2];
9147 vert[ 3] = org1[0] - width * right1[0];
9148 vert[ 4] = org1[1] - width * right1[1];
9149 vert[ 5] = org1[2] - width * right1[2];
9150 vert[ 6] = org2[0] - width * right2[0];
9151 vert[ 7] = org2[1] - width * right2[1];
9152 vert[ 8] = org2[2] - width * right2[2];
9153 vert[ 9] = org2[0] + width * right2[0];
9154 vert[10] = org2[1] + width * right2[1];
9155 vert[11] = org2[2] + width * right2[2];
9158 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)
9160 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9161 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9162 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9163 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9164 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9165 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9166 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9167 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9168 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9169 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9170 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9171 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9174 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9179 VectorSet(v, x, y, z);
9180 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9181 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9183 if (i == mesh->numvertices)
9185 if (mesh->numvertices < mesh->maxvertices)
9187 VectorCopy(v, vertex3f);
9188 mesh->numvertices++;
9190 return mesh->numvertices;
9196 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9200 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9201 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9202 e = mesh->element3i + mesh->numtriangles * 3;
9203 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9205 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9206 if (mesh->numtriangles < mesh->maxtriangles)
9211 mesh->numtriangles++;
9213 element[1] = element[2];
9217 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9221 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9222 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9223 e = mesh->element3i + mesh->numtriangles * 3;
9224 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9226 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9227 if (mesh->numtriangles < mesh->maxtriangles)
9232 mesh->numtriangles++;
9234 element[1] = element[2];
9238 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9239 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9241 int planenum, planenum2;
9244 mplane_t *plane, *plane2;
9246 double temppoints[2][256*3];
9247 // figure out how large a bounding box we need to properly compute this brush
9249 for (w = 0;w < numplanes;w++)
9250 maxdist = max(maxdist, fabs(planes[w].dist));
9251 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9252 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9253 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9257 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9258 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9260 if (planenum2 == planenum)
9262 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);
9265 if (tempnumpoints < 3)
9267 // generate elements forming a triangle fan for this polygon
9268 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9272 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)
9274 texturelayer_t *layer;
9275 layer = t->currentlayers + t->currentnumlayers++;
9277 layer->depthmask = depthmask;
9278 layer->blendfunc1 = blendfunc1;
9279 layer->blendfunc2 = blendfunc2;
9280 layer->texture = texture;
9281 layer->texmatrix = *matrix;
9282 layer->color[0] = r;
9283 layer->color[1] = g;
9284 layer->color[2] = b;
9285 layer->color[3] = a;
9288 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9290 if(parms[0] == 0 && parms[1] == 0)
9292 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9293 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9298 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9301 index = parms[2] + r_refdef.scene.time * parms[3];
9302 index -= floor(index);
9303 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9306 case Q3WAVEFUNC_NONE:
9307 case Q3WAVEFUNC_NOISE:
9308 case Q3WAVEFUNC_COUNT:
9311 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9312 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9313 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9314 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9315 case Q3WAVEFUNC_TRIANGLE:
9317 f = index - floor(index);
9328 f = parms[0] + parms[1] * f;
9329 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9330 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9334 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9339 matrix4x4_t matrix, temp;
9340 switch(tcmod->tcmod)
9344 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9345 matrix = r_waterscrollmatrix;
9347 matrix = identitymatrix;
9349 case Q3TCMOD_ENTITYTRANSLATE:
9350 // this is used in Q3 to allow the gamecode to control texcoord
9351 // scrolling on the entity, which is not supported in darkplaces yet.
9352 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9354 case Q3TCMOD_ROTATE:
9355 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9356 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9357 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9360 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9362 case Q3TCMOD_SCROLL:
9363 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9365 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9366 w = (int) tcmod->parms[0];
9367 h = (int) tcmod->parms[1];
9368 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9370 idx = (int) floor(f * w * h);
9371 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9373 case Q3TCMOD_STRETCH:
9374 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9375 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9377 case Q3TCMOD_TRANSFORM:
9378 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9379 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9380 VectorSet(tcmat + 6, 0 , 0 , 1);
9381 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9382 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9384 case Q3TCMOD_TURBULENT:
9385 // this is handled in the RSurf_PrepareVertices function
9386 matrix = identitymatrix;
9390 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9393 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9395 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9396 char name[MAX_QPATH];
9397 skinframe_t *skinframe;
9398 unsigned char pixels[296*194];
9399 strlcpy(cache->name, skinname, sizeof(cache->name));
9400 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9401 if (developer_loading.integer)
9402 Con_Printf("loading %s\n", name);
9403 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9404 if (!skinframe || !skinframe->base)
9407 fs_offset_t filesize;
9409 f = FS_LoadFile(name, tempmempool, true, &filesize);
9412 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9413 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9417 cache->skinframe = skinframe;
9420 texture_t *R_GetCurrentTexture(texture_t *t)
9423 const entity_render_t *ent = rsurface.entity;
9424 dp_model_t *model = ent->model;
9425 q3shaderinfo_layer_tcmod_t *tcmod;
9427 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9428 return t->currentframe;
9429 t->update_lastrenderframe = r_textureframe;
9430 t->update_lastrenderentity = (void *)ent;
9432 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9433 t->camera_entity = ent->entitynumber;
9435 t->camera_entity = 0;
9437 // switch to an alternate material if this is a q1bsp animated material
9439 texture_t *texture = t;
9440 int s = rsurface.ent_skinnum;
9441 if ((unsigned int)s >= (unsigned int)model->numskins)
9443 if (model->skinscenes)
9445 if (model->skinscenes[s].framecount > 1)
9446 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9448 s = model->skinscenes[s].firstframe;
9451 t = t + s * model->num_surfaces;
9454 // use an alternate animation if the entity's frame is not 0,
9455 // and only if the texture has an alternate animation
9456 if (rsurface.ent_alttextures && t->anim_total[1])
9457 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9459 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9461 texture->currentframe = t;
9464 // update currentskinframe to be a qw skin or animation frame
9465 if (rsurface.ent_qwskin >= 0)
9467 i = rsurface.ent_qwskin;
9468 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9470 r_qwskincache_size = cl.maxclients;
9472 Mem_Free(r_qwskincache);
9473 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9475 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9476 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9477 t->currentskinframe = r_qwskincache[i].skinframe;
9478 if (t->currentskinframe == NULL)
9479 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9481 else if (t->numskinframes >= 2)
9482 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9483 if (t->backgroundnumskinframes >= 2)
9484 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9486 t->currentmaterialflags = t->basematerialflags;
9487 t->currentalpha = rsurface.colormod[3];
9488 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9489 t->currentalpha *= r_wateralpha.value;
9490 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9491 t->currentalpha *= t->r_water_wateralpha;
9492 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9493 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9494 if (!(rsurface.ent_flags & RENDER_LIGHT))
9495 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9496 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9498 // pick a model lighting mode
9499 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9500 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9502 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9504 if (rsurface.ent_flags & RENDER_ADDITIVE)
9505 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9506 else if (t->currentalpha < 1)
9507 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9508 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9509 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9510 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9511 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9512 if (t->backgroundnumskinframes)
9513 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9514 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9516 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9517 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9520 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9521 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9522 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9524 // there is no tcmod
9525 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9527 t->currenttexmatrix = r_waterscrollmatrix;
9528 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9530 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9532 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9533 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9536 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9537 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9538 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9539 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9541 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9542 if (t->currentskinframe->qpixels)
9543 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9544 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9545 if (!t->basetexture)
9546 t->basetexture = r_texture_notexture;
9547 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9548 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9549 t->nmaptexture = t->currentskinframe->nmap;
9550 if (!t->nmaptexture)
9551 t->nmaptexture = r_texture_blanknormalmap;
9552 t->glosstexture = r_texture_black;
9553 t->glowtexture = t->currentskinframe->glow;
9554 t->fogtexture = t->currentskinframe->fog;
9555 t->reflectmasktexture = t->currentskinframe->reflect;
9556 if (t->backgroundnumskinframes)
9558 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9559 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9560 t->backgroundglosstexture = r_texture_black;
9561 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9562 if (!t->backgroundnmaptexture)
9563 t->backgroundnmaptexture = r_texture_blanknormalmap;
9567 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9568 t->backgroundnmaptexture = r_texture_blanknormalmap;
9569 t->backgroundglosstexture = r_texture_black;
9570 t->backgroundglowtexture = NULL;
9572 t->specularpower = r_shadow_glossexponent.value;
9573 // TODO: store reference values for these in the texture?
9574 t->specularscale = 0;
9575 if (r_shadow_gloss.integer > 0)
9577 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9579 if (r_shadow_glossintensity.value > 0)
9581 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9582 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9583 t->specularscale = r_shadow_glossintensity.value;
9586 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9588 t->glosstexture = r_texture_white;
9589 t->backgroundglosstexture = r_texture_white;
9590 t->specularscale = r_shadow_gloss2intensity.value;
9591 t->specularpower = r_shadow_gloss2exponent.value;
9594 t->specularscale *= t->specularscalemod;
9595 t->specularpower *= t->specularpowermod;
9597 // lightmaps mode looks bad with dlights using actual texturing, so turn
9598 // off the colormap and glossmap, but leave the normalmap on as it still
9599 // accurately represents the shading involved
9600 if (gl_lightmaps.integer)
9602 t->basetexture = r_texture_grey128;
9603 t->pantstexture = r_texture_black;
9604 t->shirttexture = r_texture_black;
9605 t->nmaptexture = r_texture_blanknormalmap;
9606 t->glosstexture = r_texture_black;
9607 t->glowtexture = NULL;
9608 t->fogtexture = NULL;
9609 t->reflectmasktexture = NULL;
9610 t->backgroundbasetexture = NULL;
9611 t->backgroundnmaptexture = r_texture_blanknormalmap;
9612 t->backgroundglosstexture = r_texture_black;
9613 t->backgroundglowtexture = NULL;
9614 t->specularscale = 0;
9615 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9618 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9619 VectorClear(t->dlightcolor);
9620 t->currentnumlayers = 0;
9621 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9623 int blendfunc1, blendfunc2;
9625 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9627 blendfunc1 = GL_SRC_ALPHA;
9628 blendfunc2 = GL_ONE;
9630 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9632 blendfunc1 = GL_SRC_ALPHA;
9633 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9635 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9637 blendfunc1 = t->customblendfunc[0];
9638 blendfunc2 = t->customblendfunc[1];
9642 blendfunc1 = GL_ONE;
9643 blendfunc2 = GL_ZERO;
9645 // don't colormod evilblend textures
9646 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9647 VectorSet(t->lightmapcolor, 1, 1, 1);
9648 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9649 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9651 // fullbright is not affected by r_refdef.lightmapintensity
9652 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]);
9653 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9654 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]);
9655 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9656 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]);
9660 vec3_t ambientcolor;
9662 // set the color tint used for lights affecting this surface
9663 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9665 // q3bsp has no lightmap updates, so the lightstylevalue that
9666 // would normally be baked into the lightmap must be
9667 // applied to the color
9668 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9669 if (model->type == mod_brushq3)
9670 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9671 colorscale *= r_refdef.lightmapintensity;
9672 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9673 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9674 // basic lit geometry
9675 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]);
9676 // add pants/shirt if needed
9677 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9678 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]);
9679 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9680 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]);
9681 // now add ambient passes if needed
9682 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9684 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]);
9685 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9686 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]);
9687 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9688 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]);
9691 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9692 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]);
9693 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9695 // if this is opaque use alpha blend which will darken the earlier
9698 // if this is an alpha blended material, all the earlier passes
9699 // were darkened by fog already, so we only need to add the fog
9700 // color ontop through the fog mask texture
9702 // if this is an additive blended material, all the earlier passes
9703 // were darkened by fog already, and we should not add fog color
9704 // (because the background was not darkened, there is no fog color
9705 // that was lost behind it).
9706 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]);
9710 return t->currentframe;
9713 rsurfacestate_t rsurface;
9715 void R_Mesh_ResizeArrays(int newvertices)
9718 if (rsurface.array_size >= newvertices)
9720 if (rsurface.array_modelvertex3f)
9721 Mem_Free(rsurface.array_modelvertex3f);
9722 rsurface.array_size = (newvertices + 1023) & ~1023;
9723 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9724 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9725 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9726 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9727 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9728 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9729 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9730 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9731 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9732 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9733 rsurface.array_color4f = base + rsurface.array_size * 27;
9734 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9737 void RSurf_ActiveWorldEntity(void)
9739 dp_model_t *model = r_refdef.scene.worldmodel;
9740 //if (rsurface.entity == r_refdef.scene.worldentity)
9742 rsurface.entity = r_refdef.scene.worldentity;
9743 rsurface.skeleton = NULL;
9744 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9745 rsurface.ent_skinnum = 0;
9746 rsurface.ent_qwskin = -1;
9747 rsurface.ent_shadertime = 0;
9748 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9749 if (rsurface.array_size < model->surfmesh.num_vertices)
9750 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9751 rsurface.matrix = identitymatrix;
9752 rsurface.inversematrix = identitymatrix;
9753 rsurface.matrixscale = 1;
9754 rsurface.inversematrixscale = 1;
9755 R_EntityMatrix(&identitymatrix);
9756 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9757 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9758 rsurface.fograngerecip = r_refdef.fograngerecip;
9759 rsurface.fogheightfade = r_refdef.fogheightfade;
9760 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9761 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9762 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9763 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9764 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9765 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9766 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9767 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9768 rsurface.colormod[3] = 1;
9769 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);
9770 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9771 rsurface.frameblend[0].lerp = 1;
9772 rsurface.ent_alttextures = false;
9773 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9774 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9775 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9776 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9777 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9778 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9779 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9780 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9781 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9782 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9783 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9784 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9785 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9786 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9787 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9788 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9789 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9790 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9791 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9792 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9793 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9794 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9795 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9796 rsurface.modelelement3i = model->surfmesh.data_element3i;
9797 rsurface.modelelement3s = model->surfmesh.data_element3s;
9798 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9799 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9800 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9801 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9802 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9803 rsurface.modelsurfaces = model->data_surfaces;
9804 rsurface.generatedvertex = false;
9805 rsurface.vertex3f = rsurface.modelvertex3f;
9806 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9807 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9808 rsurface.svector3f = rsurface.modelsvector3f;
9809 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9810 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9811 rsurface.tvector3f = rsurface.modeltvector3f;
9812 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9813 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9814 rsurface.normal3f = rsurface.modelnormal3f;
9815 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9816 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9817 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9820 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9822 dp_model_t *model = ent->model;
9823 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9825 rsurface.entity = (entity_render_t *)ent;
9826 rsurface.skeleton = ent->skeleton;
9827 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9828 rsurface.ent_skinnum = ent->skinnum;
9829 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;
9830 rsurface.ent_shadertime = ent->shadertime;
9831 rsurface.ent_flags = ent->flags;
9832 if (rsurface.array_size < model->surfmesh.num_vertices)
9833 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9834 rsurface.matrix = ent->matrix;
9835 rsurface.inversematrix = ent->inversematrix;
9836 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9837 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9838 R_EntityMatrix(&rsurface.matrix);
9839 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9840 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9841 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9842 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9843 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9844 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9845 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9846 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9847 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9848 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9849 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9850 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9851 rsurface.colormod[3] = ent->alpha;
9852 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9853 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9854 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9855 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9856 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9857 if (ent->model->brush.submodel && !prepass)
9859 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9860 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9862 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9864 if (ent->animcache_vertex3f && !r_framedata_failed)
9866 rsurface.modelvertex3f = ent->animcache_vertex3f;
9867 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9868 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9869 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9871 else if (wanttangents)
9873 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9874 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9875 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9876 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9877 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9879 else if (wantnormals)
9881 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9882 rsurface.modelsvector3f = NULL;
9883 rsurface.modeltvector3f = NULL;
9884 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9885 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9889 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9890 rsurface.modelsvector3f = NULL;
9891 rsurface.modeltvector3f = NULL;
9892 rsurface.modelnormal3f = NULL;
9893 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9895 rsurface.modelvertex3f_bufferobject = 0;
9896 rsurface.modelvertex3f_bufferoffset = 0;
9897 rsurface.modelsvector3f_bufferobject = 0;
9898 rsurface.modelsvector3f_bufferoffset = 0;
9899 rsurface.modeltvector3f_bufferobject = 0;
9900 rsurface.modeltvector3f_bufferoffset = 0;
9901 rsurface.modelnormal3f_bufferobject = 0;
9902 rsurface.modelnormal3f_bufferoffset = 0;
9903 rsurface.generatedvertex = true;
9907 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9908 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9909 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9910 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9911 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9912 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9913 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9914 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9915 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9916 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9917 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9918 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9919 rsurface.generatedvertex = false;
9921 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9922 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9923 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9924 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9925 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9926 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9927 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9928 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9929 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9930 rsurface.modelelement3i = model->surfmesh.data_element3i;
9931 rsurface.modelelement3s = model->surfmesh.data_element3s;
9932 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9933 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9934 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9935 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9936 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9937 rsurface.modelsurfaces = model->data_surfaces;
9938 rsurface.vertex3f = rsurface.modelvertex3f;
9939 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9940 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9941 rsurface.svector3f = rsurface.modelsvector3f;
9942 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9943 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9944 rsurface.tvector3f = rsurface.modeltvector3f;
9945 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9946 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9947 rsurface.normal3f = rsurface.modelnormal3f;
9948 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9949 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9950 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9953 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)
9955 rsurface.entity = r_refdef.scene.worldentity;
9956 rsurface.skeleton = NULL;
9957 rsurface.ent_skinnum = 0;
9958 rsurface.ent_qwskin = -1;
9959 rsurface.ent_shadertime = shadertime;
9960 rsurface.ent_flags = entflags;
9961 rsurface.modelnum_vertices = numvertices;
9962 rsurface.modelnum_triangles = numtriangles;
9963 if (rsurface.array_size < rsurface.modelnum_vertices)
9964 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9965 rsurface.matrix = *matrix;
9966 rsurface.inversematrix = *inversematrix;
9967 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9968 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9969 R_EntityMatrix(&rsurface.matrix);
9970 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9971 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9972 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9973 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9974 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9975 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9976 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9977 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9978 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9979 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9980 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9981 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9982 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);
9983 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9984 rsurface.frameblend[0].lerp = 1;
9985 rsurface.ent_alttextures = false;
9986 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9987 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9990 rsurface.modelvertex3f = vertex3f;
9991 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9992 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9993 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9995 else if (wantnormals)
9997 rsurface.modelvertex3f = vertex3f;
9998 rsurface.modelsvector3f = NULL;
9999 rsurface.modeltvector3f = NULL;
10000 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10004 rsurface.modelvertex3f = vertex3f;
10005 rsurface.modelsvector3f = NULL;
10006 rsurface.modeltvector3f = NULL;
10007 rsurface.modelnormal3f = NULL;
10009 rsurface.modelvertex3f_bufferobject = 0;
10010 rsurface.modelvertex3f_bufferoffset = 0;
10011 rsurface.modelsvector3f_bufferobject = 0;
10012 rsurface.modelsvector3f_bufferoffset = 0;
10013 rsurface.modeltvector3f_bufferobject = 0;
10014 rsurface.modeltvector3f_bufferoffset = 0;
10015 rsurface.modelnormal3f_bufferobject = 0;
10016 rsurface.modelnormal3f_bufferoffset = 0;
10017 rsurface.generatedvertex = true;
10018 rsurface.modellightmapcolor4f = color4f;
10019 rsurface.modellightmapcolor4f_bufferobject = 0;
10020 rsurface.modellightmapcolor4f_bufferoffset = 0;
10021 rsurface.modeltexcoordtexture2f = texcoord2f;
10022 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10023 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10024 rsurface.modeltexcoordlightmap2f = NULL;
10025 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10026 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10027 rsurface.modelelement3i = element3i;
10028 rsurface.modelelement3s = element3s;
10029 rsurface.modelelement3i_bufferobject = 0;
10030 rsurface.modelelement3s_bufferobject = 0;
10031 rsurface.modellightmapoffsets = NULL;
10032 rsurface.modelsurfaces = NULL;
10033 rsurface.vertex3f = rsurface.modelvertex3f;
10034 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10035 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10036 rsurface.svector3f = rsurface.modelsvector3f;
10037 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10038 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10039 rsurface.tvector3f = rsurface.modeltvector3f;
10040 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10041 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10042 rsurface.normal3f = rsurface.modelnormal3f;
10043 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10044 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10045 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10047 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10049 if ((wantnormals || wanttangents) && !normal3f)
10050 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10051 if (wanttangents && !svector3f)
10052 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10056 float RSurf_FogPoint(const float *v)
10058 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10059 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10060 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10061 float FogHeightFade = r_refdef.fogheightfade;
10063 unsigned int fogmasktableindex;
10064 if (r_refdef.fogplaneviewabove)
10065 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10067 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10068 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10069 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10072 float RSurf_FogVertex(const float *v)
10074 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10075 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10076 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10077 float FogHeightFade = rsurface.fogheightfade;
10079 unsigned int fogmasktableindex;
10080 if (r_refdef.fogplaneviewabove)
10081 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10083 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10084 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10085 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10088 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10089 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10092 int texturesurfaceindex;
10097 const float *v1, *in_tc;
10099 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10100 float waveparms[4];
10101 q3shaderinfo_deform_t *deform;
10102 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
10103 if (rsurface.generatedvertex)
10105 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10106 generatenormals = true;
10107 for (i = 0;i < Q3MAXDEFORMS;i++)
10109 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10111 generatetangents = true;
10112 generatenormals = true;
10114 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10115 generatenormals = true;
10117 if (generatenormals && !rsurface.modelnormal3f)
10119 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10120 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10121 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10122 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10124 if (generatetangents && !rsurface.modelsvector3f)
10126 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10127 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10128 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10129 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10130 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10131 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10132 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10135 rsurface.vertex3f = rsurface.modelvertex3f;
10136 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10137 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10138 rsurface.svector3f = rsurface.modelsvector3f;
10139 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10140 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10141 rsurface.tvector3f = rsurface.modeltvector3f;
10142 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10143 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10144 rsurface.normal3f = rsurface.modelnormal3f;
10145 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10146 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10147 // if vertices are deformed (sprite flares and things in maps, possibly
10148 // water waves, bulges and other deformations), generate them into
10149 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10150 // (may be static model data or generated data for an animated model, or
10151 // the previous deform pass)
10152 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10154 switch (deform->deform)
10157 case Q3DEFORM_PROJECTIONSHADOW:
10158 case Q3DEFORM_TEXT0:
10159 case Q3DEFORM_TEXT1:
10160 case Q3DEFORM_TEXT2:
10161 case Q3DEFORM_TEXT3:
10162 case Q3DEFORM_TEXT4:
10163 case Q3DEFORM_TEXT5:
10164 case Q3DEFORM_TEXT6:
10165 case Q3DEFORM_TEXT7:
10166 case Q3DEFORM_NONE:
10168 case Q3DEFORM_AUTOSPRITE:
10169 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10170 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10171 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10172 VectorNormalize(newforward);
10173 VectorNormalize(newright);
10174 VectorNormalize(newup);
10175 // make deformed versions of only the model vertices used by the specified surfaces
10176 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10178 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10179 // a single autosprite surface can contain multiple sprites...
10180 for (j = 0;j < surface->num_vertices - 3;j += 4)
10182 VectorClear(center);
10183 for (i = 0;i < 4;i++)
10184 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10185 VectorScale(center, 0.25f, center);
10186 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10187 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10188 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10189 for (i = 0;i < 4;i++)
10191 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10192 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10195 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10196 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10198 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10199 rsurface.vertex3f_bufferobject = 0;
10200 rsurface.vertex3f_bufferoffset = 0;
10201 rsurface.svector3f = rsurface.array_deformedsvector3f;
10202 rsurface.svector3f_bufferobject = 0;
10203 rsurface.svector3f_bufferoffset = 0;
10204 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10205 rsurface.tvector3f_bufferobject = 0;
10206 rsurface.tvector3f_bufferoffset = 0;
10207 rsurface.normal3f = rsurface.array_deformednormal3f;
10208 rsurface.normal3f_bufferobject = 0;
10209 rsurface.normal3f_bufferoffset = 0;
10211 case Q3DEFORM_AUTOSPRITE2:
10212 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10213 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10214 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10215 VectorNormalize(newforward);
10216 VectorNormalize(newright);
10217 VectorNormalize(newup);
10218 // make deformed versions of only the model vertices used by the specified surfaces
10219 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10221 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10222 const float *v1, *v2;
10232 memset(shortest, 0, sizeof(shortest));
10233 // a single autosprite surface can contain multiple sprites...
10234 for (j = 0;j < surface->num_vertices - 3;j += 4)
10236 VectorClear(center);
10237 for (i = 0;i < 4;i++)
10238 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10239 VectorScale(center, 0.25f, center);
10240 // find the two shortest edges, then use them to define the
10241 // axis vectors for rotating around the central axis
10242 for (i = 0;i < 6;i++)
10244 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10245 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10247 Debug_PolygonBegin(NULL, 0);
10248 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10249 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10250 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10251 Debug_PolygonEnd();
10253 l = VectorDistance2(v1, v2);
10254 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10255 if (v1[2] != v2[2])
10256 l += (1.0f / 1024.0f);
10257 if (shortest[0].length2 > l || i == 0)
10259 shortest[1] = shortest[0];
10260 shortest[0].length2 = l;
10261 shortest[0].v1 = v1;
10262 shortest[0].v2 = v2;
10264 else if (shortest[1].length2 > l || i == 1)
10266 shortest[1].length2 = l;
10267 shortest[1].v1 = v1;
10268 shortest[1].v2 = v2;
10271 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10272 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10274 Debug_PolygonBegin(NULL, 0);
10275 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10276 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10277 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10278 Debug_PolygonEnd();
10280 // this calculates the right vector from the shortest edge
10281 // and the up vector from the edge midpoints
10282 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10283 VectorNormalize(right);
10284 VectorSubtract(end, start, up);
10285 VectorNormalize(up);
10286 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10287 VectorSubtract(rsurface.localvieworigin, center, forward);
10288 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10289 VectorNegate(forward, forward);
10290 VectorReflect(forward, 0, up, forward);
10291 VectorNormalize(forward);
10292 CrossProduct(up, forward, newright);
10293 VectorNormalize(newright);
10295 Debug_PolygonBegin(NULL, 0);
10296 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10297 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10298 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10299 Debug_PolygonEnd();
10302 Debug_PolygonBegin(NULL, 0);
10303 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10304 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10305 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10306 Debug_PolygonEnd();
10308 // rotate the quad around the up axis vector, this is made
10309 // especially easy by the fact we know the quad is flat,
10310 // so we only have to subtract the center position and
10311 // measure distance along the right vector, and then
10312 // multiply that by the newright vector and add back the
10314 // we also need to subtract the old position to undo the
10315 // displacement from the center, which we do with a
10316 // DotProduct, the subtraction/addition of center is also
10317 // optimized into DotProducts here
10318 l = DotProduct(right, center);
10319 for (i = 0;i < 4;i++)
10321 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10322 f = DotProduct(right, v1) - l;
10323 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10326 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10327 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10329 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10330 rsurface.vertex3f_bufferobject = 0;
10331 rsurface.vertex3f_bufferoffset = 0;
10332 rsurface.svector3f = rsurface.array_deformedsvector3f;
10333 rsurface.svector3f_bufferobject = 0;
10334 rsurface.svector3f_bufferoffset = 0;
10335 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10336 rsurface.tvector3f_bufferobject = 0;
10337 rsurface.tvector3f_bufferoffset = 0;
10338 rsurface.normal3f = rsurface.array_deformednormal3f;
10339 rsurface.normal3f_bufferobject = 0;
10340 rsurface.normal3f_bufferoffset = 0;
10342 case Q3DEFORM_NORMAL:
10343 // deform the normals to make reflections wavey
10344 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10346 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10347 for (j = 0;j < surface->num_vertices;j++)
10350 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10351 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10352 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10353 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10354 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10355 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10356 VectorNormalize(normal);
10358 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10360 rsurface.svector3f = rsurface.array_deformedsvector3f;
10361 rsurface.svector3f_bufferobject = 0;
10362 rsurface.svector3f_bufferoffset = 0;
10363 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10364 rsurface.tvector3f_bufferobject = 0;
10365 rsurface.tvector3f_bufferoffset = 0;
10366 rsurface.normal3f = rsurface.array_deformednormal3f;
10367 rsurface.normal3f_bufferobject = 0;
10368 rsurface.normal3f_bufferoffset = 0;
10370 case Q3DEFORM_WAVE:
10371 // deform vertex array to make wavey water and flags and such
10372 waveparms[0] = deform->waveparms[0];
10373 waveparms[1] = deform->waveparms[1];
10374 waveparms[2] = deform->waveparms[2];
10375 waveparms[3] = deform->waveparms[3];
10376 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10377 break; // if wavefunc is a nop, don't make a dynamic vertex array
10378 // this is how a divisor of vertex influence on deformation
10379 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10380 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10381 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10383 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10384 for (j = 0;j < surface->num_vertices;j++)
10386 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10387 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10388 // if the wavefunc depends on time, evaluate it per-vertex
10391 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10392 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10394 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10397 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10398 rsurface.vertex3f_bufferobject = 0;
10399 rsurface.vertex3f_bufferoffset = 0;
10401 case Q3DEFORM_BULGE:
10402 // deform vertex array to make the surface have moving bulges
10403 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10405 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10406 for (j = 0;j < surface->num_vertices;j++)
10408 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10409 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10412 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10413 rsurface.vertex3f_bufferobject = 0;
10414 rsurface.vertex3f_bufferoffset = 0;
10416 case Q3DEFORM_MOVE:
10417 // deform vertex array
10418 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10419 break; // if wavefunc is a nop, don't make a dynamic vertex array
10420 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10421 VectorScale(deform->parms, scale, waveparms);
10422 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10424 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10425 for (j = 0;j < surface->num_vertices;j++)
10426 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10428 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10429 rsurface.vertex3f_bufferobject = 0;
10430 rsurface.vertex3f_bufferoffset = 0;
10434 // generate texcoords based on the chosen texcoord source
10435 switch(rsurface.texture->tcgen.tcgen)
10438 case Q3TCGEN_TEXTURE:
10439 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10440 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10441 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10443 case Q3TCGEN_LIGHTMAP:
10444 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10445 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10446 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10448 case Q3TCGEN_VECTOR:
10449 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10451 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10452 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10454 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10455 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10458 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10459 rsurface.texcoordtexture2f_bufferobject = 0;
10460 rsurface.texcoordtexture2f_bufferoffset = 0;
10462 case Q3TCGEN_ENVIRONMENT:
10463 // make environment reflections using a spheremap
10464 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10466 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10467 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10468 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10469 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10470 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10472 // identical to Q3A's method, but executed in worldspace so
10473 // carried models can be shiny too
10475 float viewer[3], d, reflected[3], worldreflected[3];
10477 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10478 // VectorNormalize(viewer);
10480 d = DotProduct(normal, viewer);
10482 reflected[0] = normal[0]*2*d - viewer[0];
10483 reflected[1] = normal[1]*2*d - viewer[1];
10484 reflected[2] = normal[2]*2*d - viewer[2];
10485 // note: this is proportinal to viewer, so we can normalize later
10487 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10488 VectorNormalize(worldreflected);
10490 // note: this sphere map only uses world x and z!
10491 // so positive and negative y will LOOK THE SAME.
10492 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10493 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10496 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10497 rsurface.texcoordtexture2f_bufferobject = 0;
10498 rsurface.texcoordtexture2f_bufferoffset = 0;
10501 // the only tcmod that needs software vertex processing is turbulent, so
10502 // check for it here and apply the changes if needed
10503 // and we only support that as the first one
10504 // (handling a mixture of turbulent and other tcmods would be problematic
10505 // without punting it entirely to a software path)
10506 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10508 amplitude = rsurface.texture->tcmods[0].parms[1];
10509 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10510 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10512 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10513 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10515 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10516 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10519 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10520 rsurface.texcoordtexture2f_bufferobject = 0;
10521 rsurface.texcoordtexture2f_bufferoffset = 0;
10523 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10524 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10525 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10526 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10529 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10532 const msurface_t *surface = texturesurfacelist[0];
10533 const msurface_t *surface2;
10538 // TODO: lock all array ranges before render, rather than on each surface
10539 if (texturenumsurfaces == 1)
10540 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10541 else if (r_batchmode.integer == 2)
10543 #define MAXBATCHTRIANGLES 65536
10544 int batchtriangles = 0;
10545 static int batchelements[MAXBATCHTRIANGLES*3];
10546 for (i = 0;i < texturenumsurfaces;i = j)
10548 surface = texturesurfacelist[i];
10550 if (surface->num_triangles > MAXBATCHTRIANGLES)
10552 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10555 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10556 batchtriangles = surface->num_triangles;
10557 firstvertex = surface->num_firstvertex;
10558 endvertex = surface->num_firstvertex + surface->num_vertices;
10559 for (;j < texturenumsurfaces;j++)
10561 surface2 = texturesurfacelist[j];
10562 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10564 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10565 batchtriangles += surface2->num_triangles;
10566 firstvertex = min(firstvertex, surface2->num_firstvertex);
10567 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10569 surface2 = texturesurfacelist[j-1];
10570 numvertices = endvertex - firstvertex;
10571 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10574 else if (r_batchmode.integer == 1)
10576 for (i = 0;i < texturenumsurfaces;i = j)
10578 surface = texturesurfacelist[i];
10579 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10580 if (texturesurfacelist[j] != surface2)
10582 surface2 = texturesurfacelist[j-1];
10583 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10584 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10585 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10590 for (i = 0;i < texturenumsurfaces;i++)
10592 surface = texturesurfacelist[i];
10593 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10598 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10600 switch(vid.renderpath)
10602 case RENDERPATH_CGGL:
10604 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10605 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10608 case RENDERPATH_GL20:
10609 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10610 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10612 case RENDERPATH_GL13:
10613 case RENDERPATH_GL11:
10614 R_Mesh_TexBind(0, surface->lightmaptexture);
10619 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10621 // pick the closest matching water plane and bind textures
10622 int planeindex, vertexindex;
10626 r_waterstate_waterplane_t *p, *bestp;
10629 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10631 if(p->camera_entity != rsurface.texture->camera_entity)
10634 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10636 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10637 d += fabs(PlaneDiff(vert, &p->plane));
10639 if (bestd > d || !bestp)
10645 switch(vid.renderpath)
10647 case RENDERPATH_CGGL:
10649 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10650 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10651 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10654 case RENDERPATH_GL20:
10655 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10656 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10657 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10659 case RENDERPATH_GL13:
10660 case RENDERPATH_GL11:
10665 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10668 const msurface_t *surface;
10669 if (r_waterstate.renderingscene)
10671 for (i = 0;i < texturenumsurfaces;i++)
10673 surface = texturesurfacelist[i];
10674 RSurf_BindLightmapForSurface(surface);
10675 RSurf_BindReflectionForSurface(surface);
10676 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10680 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10684 const msurface_t *surface = texturesurfacelist[0];
10685 const msurface_t *surface2;
10690 if (texturenumsurfaces == 1)
10692 RSurf_BindLightmapForSurface(surface);
10693 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10695 else if (r_batchmode.integer == 2)
10697 int batchtriangles = 0;
10698 static int batchelements[MAXBATCHTRIANGLES*3];
10699 for (i = 0;i < texturenumsurfaces;i = j)
10701 surface = texturesurfacelist[i];
10702 RSurf_BindLightmapForSurface(surface);
10704 if (surface->num_triangles > MAXBATCHTRIANGLES)
10706 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10709 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10710 batchtriangles = surface->num_triangles;
10711 firstvertex = surface->num_firstvertex;
10712 endvertex = surface->num_firstvertex + surface->num_vertices;
10713 for (;j < texturenumsurfaces;j++)
10715 surface2 = texturesurfacelist[j];
10716 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10718 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10719 batchtriangles += surface2->num_triangles;
10720 firstvertex = min(firstvertex, surface2->num_firstvertex);
10721 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10723 surface2 = texturesurfacelist[j-1];
10724 numvertices = endvertex - firstvertex;
10725 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10728 else if (r_batchmode.integer == 1)
10731 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10732 for (i = 0;i < texturenumsurfaces;i = j)
10734 surface = texturesurfacelist[i];
10735 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10736 if (texturesurfacelist[j] != surface2)
10738 Con_Printf(" %i", j - i);
10741 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10743 for (i = 0;i < texturenumsurfaces;i = j)
10745 surface = texturesurfacelist[i];
10746 RSurf_BindLightmapForSurface(surface);
10747 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10748 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10751 Con_Printf(" %i", j - i);
10753 surface2 = texturesurfacelist[j-1];
10754 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10755 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10756 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10764 for (i = 0;i < texturenumsurfaces;i++)
10766 surface = texturesurfacelist[i];
10767 RSurf_BindLightmapForSurface(surface);
10768 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10773 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10776 int texturesurfaceindex;
10777 if (r_showsurfaces.integer == 2)
10779 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10781 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10782 for (j = 0;j < surface->num_triangles;j++)
10784 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10785 GL_Color(f, f, f, 1);
10786 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10792 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10794 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10795 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10796 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10797 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10802 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10804 int texturesurfaceindex;
10808 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10811 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10819 rsurface.lightmapcolor4f = rsurface.array_color4f;
10820 rsurface.lightmapcolor4f_bufferobject = 0;
10821 rsurface.lightmapcolor4f_bufferoffset = 0;
10824 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10826 int texturesurfaceindex;
10832 if (rsurface.lightmapcolor4f)
10834 // generate color arrays for the surfaces in this list
10835 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10837 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10838 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10840 f = RSurf_FogVertex(v);
10850 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10852 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10853 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10855 f = RSurf_FogVertex(v);
10863 rsurface.lightmapcolor4f = rsurface.array_color4f;
10864 rsurface.lightmapcolor4f_bufferobject = 0;
10865 rsurface.lightmapcolor4f_bufferoffset = 0;
10868 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10870 int texturesurfaceindex;
10876 if (!rsurface.lightmapcolor4f)
10878 // generate color arrays for the surfaces in this list
10879 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10881 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10882 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10884 f = RSurf_FogVertex(v);
10885 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10886 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10887 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10891 rsurface.lightmapcolor4f = rsurface.array_color4f;
10892 rsurface.lightmapcolor4f_bufferobject = 0;
10893 rsurface.lightmapcolor4f_bufferoffset = 0;
10896 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10898 int texturesurfaceindex;
10902 if (!rsurface.lightmapcolor4f)
10904 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10906 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10907 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10915 rsurface.lightmapcolor4f = rsurface.array_color4f;
10916 rsurface.lightmapcolor4f_bufferobject = 0;
10917 rsurface.lightmapcolor4f_bufferoffset = 0;
10920 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10922 int texturesurfaceindex;
10926 if (!rsurface.lightmapcolor4f)
10928 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10930 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10931 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10933 c2[0] = c[0] + r_refdef.scene.ambient;
10934 c2[1] = c[1] + r_refdef.scene.ambient;
10935 c2[2] = c[2] + r_refdef.scene.ambient;
10939 rsurface.lightmapcolor4f = rsurface.array_color4f;
10940 rsurface.lightmapcolor4f_bufferobject = 0;
10941 rsurface.lightmapcolor4f_bufferoffset = 0;
10944 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10947 rsurface.lightmapcolor4f = NULL;
10948 rsurface.lightmapcolor4f_bufferobject = 0;
10949 rsurface.lightmapcolor4f_bufferoffset = 0;
10950 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10951 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10952 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10953 GL_Color(r, g, b, a);
10954 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10957 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10959 // TODO: optimize applyfog && applycolor case
10960 // just apply fog if necessary, and tint the fog color array if necessary
10961 rsurface.lightmapcolor4f = NULL;
10962 rsurface.lightmapcolor4f_bufferobject = 0;
10963 rsurface.lightmapcolor4f_bufferoffset = 0;
10964 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10965 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10966 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10967 GL_Color(r, g, b, a);
10968 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10971 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10973 int texturesurfaceindex;
10977 if (texturesurfacelist[0]->lightmapinfo)
10979 // generate color arrays for the surfaces in this list
10980 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10982 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10983 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10985 if (surface->lightmapinfo->samples)
10987 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10988 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10989 VectorScale(lm, scale, c);
10990 if (surface->lightmapinfo->styles[1] != 255)
10992 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10994 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10995 VectorMA(c, scale, lm, c);
10996 if (surface->lightmapinfo->styles[2] != 255)
10999 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11000 VectorMA(c, scale, lm, c);
11001 if (surface->lightmapinfo->styles[3] != 255)
11004 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11005 VectorMA(c, scale, lm, c);
11015 rsurface.lightmapcolor4f = rsurface.array_color4f;
11016 rsurface.lightmapcolor4f_bufferobject = 0;
11017 rsurface.lightmapcolor4f_bufferoffset = 0;
11021 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11022 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11023 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11025 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11026 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11027 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11028 GL_Color(r, g, b, a);
11029 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11032 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11034 int texturesurfaceindex;
11041 vec3_t ambientcolor;
11042 vec3_t diffusecolor;
11046 VectorCopy(rsurface.modellight_lightdir, lightdir);
11047 f = 0.5f * r_refdef.lightmapintensity;
11048 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11049 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11050 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11051 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11052 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11053 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11055 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11057 // generate color arrays for the surfaces in this list
11058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11060 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11061 int numverts = surface->num_vertices;
11062 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11063 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11064 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11065 // q3-style directional shading
11066 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11068 if ((f = DotProduct(n, lightdir)) > 0)
11069 VectorMA(ambientcolor, f, diffusecolor, c);
11071 VectorCopy(ambientcolor, c);
11079 rsurface.lightmapcolor4f = rsurface.array_color4f;
11080 rsurface.lightmapcolor4f_bufferobject = 0;
11081 rsurface.lightmapcolor4f_bufferoffset = 0;
11082 *applycolor = false;
11086 *r = ambientcolor[0];
11087 *g = ambientcolor[1];
11088 *b = ambientcolor[2];
11089 rsurface.lightmapcolor4f = NULL;
11090 rsurface.lightmapcolor4f_bufferobject = 0;
11091 rsurface.lightmapcolor4f_bufferoffset = 0;
11095 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11097 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11098 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11099 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11100 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11101 GL_Color(r, g, b, a);
11102 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11105 void RSurf_SetupDepthAndCulling(void)
11107 // submodels are biased to avoid z-fighting with world surfaces that they
11108 // may be exactly overlapping (avoids z-fighting artifacts on certain
11109 // doors and things in Quake maps)
11110 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11111 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11112 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11113 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11116 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11118 // transparent sky would be ridiculous
11119 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11121 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11122 skyrenderlater = true;
11123 RSurf_SetupDepthAndCulling();
11124 GL_DepthMask(true);
11125 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11126 // skymasking on them, and Quake3 never did sky masking (unlike
11127 // software Quake and software Quake2), so disable the sky masking
11128 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11129 // and skymasking also looks very bad when noclipping outside the
11130 // level, so don't use it then either.
11131 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11133 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11134 R_Mesh_ColorPointer(NULL, 0, 0);
11135 R_Mesh_ResetTextureState();
11136 if (skyrendermasked)
11138 R_SetupShader_DepthOrShadow();
11139 // depth-only (masking)
11140 GL_ColorMask(0,0,0,0);
11141 // just to make sure that braindead drivers don't draw
11142 // anything despite that colormask...
11143 GL_BlendFunc(GL_ZERO, GL_ONE);
11147 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11149 GL_BlendFunc(GL_ONE, GL_ZERO);
11151 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11152 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11153 if (skyrendermasked)
11154 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11156 R_Mesh_ResetTextureState();
11157 GL_Color(1, 1, 1, 1);
11160 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11161 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11162 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11164 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11166 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11169 // render screenspace normalmap to texture
11170 GL_DepthMask(true);
11171 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11172 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11174 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11176 // render water or distortion background, then blend surface on top
11177 GL_DepthMask(true);
11178 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11179 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11180 GL_DepthMask(false);
11181 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11182 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11183 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11185 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11189 // render surface normally
11190 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11191 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11193 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11194 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11195 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11197 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11201 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11203 // OpenGL 1.3 path - anything not completely ancient
11204 int texturesurfaceindex;
11205 qboolean applycolor;
11208 const texturelayer_t *layer;
11209 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11211 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11214 int layertexrgbscale;
11215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11217 if (layerindex == 0)
11218 GL_AlphaTest(true);
11221 GL_AlphaTest(false);
11222 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11225 GL_DepthMask(layer->depthmask && writedepth);
11226 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11227 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11229 layertexrgbscale = 4;
11230 VectorScale(layer->color, 0.25f, layercolor);
11232 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11234 layertexrgbscale = 2;
11235 VectorScale(layer->color, 0.5f, layercolor);
11239 layertexrgbscale = 1;
11240 VectorScale(layer->color, 1.0f, layercolor);
11242 layercolor[3] = layer->color[3];
11243 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11244 R_Mesh_ColorPointer(NULL, 0, 0);
11245 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11246 switch (layer->type)
11248 case TEXTURELAYERTYPE_LITTEXTURE:
11249 // single-pass lightmapped texture with 2x rgbscale
11250 R_Mesh_TexBind(0, r_texture_white);
11251 R_Mesh_TexMatrix(0, NULL);
11252 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11253 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11254 R_Mesh_TexBind(1, layer->texture);
11255 R_Mesh_TexMatrix(1, &layer->texmatrix);
11256 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11257 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11259 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11260 else if (rsurface.uselightmaptexture)
11261 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11263 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11265 case TEXTURELAYERTYPE_TEXTURE:
11266 // singletexture unlit texture with transparency support
11267 R_Mesh_TexBind(0, layer->texture);
11268 R_Mesh_TexMatrix(0, &layer->texmatrix);
11269 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11270 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11271 R_Mesh_TexBind(1, 0);
11272 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11273 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11275 case TEXTURELAYERTYPE_FOG:
11276 // singletexture fogging
11277 if (layer->texture)
11279 R_Mesh_TexBind(0, layer->texture);
11280 R_Mesh_TexMatrix(0, &layer->texmatrix);
11281 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11282 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11286 R_Mesh_TexBind(0, 0);
11287 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11289 R_Mesh_TexBind(1, 0);
11290 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11291 // generate a color array for the fog pass
11292 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11299 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11300 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11302 f = 1 - RSurf_FogVertex(v);
11303 c[0] = layercolor[0];
11304 c[1] = layercolor[1];
11305 c[2] = layercolor[2];
11306 c[3] = f * layercolor[3];
11309 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11312 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11316 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11318 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11319 GL_AlphaTest(false);
11323 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11325 // OpenGL 1.1 - crusty old voodoo path
11326 int texturesurfaceindex;
11329 const texturelayer_t *layer;
11330 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11332 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11334 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11336 if (layerindex == 0)
11337 GL_AlphaTest(true);
11340 GL_AlphaTest(false);
11341 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11344 GL_DepthMask(layer->depthmask && writedepth);
11345 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11346 R_Mesh_ColorPointer(NULL, 0, 0);
11347 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11348 switch (layer->type)
11350 case TEXTURELAYERTYPE_LITTEXTURE:
11351 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11353 // two-pass lit texture with 2x rgbscale
11354 // first the lightmap pass
11355 R_Mesh_TexBind(0, r_texture_white);
11356 R_Mesh_TexMatrix(0, NULL);
11357 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11358 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11360 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11361 else if (rsurface.uselightmaptexture)
11362 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11364 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11365 // then apply the texture to it
11366 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11367 R_Mesh_TexBind(0, layer->texture);
11368 R_Mesh_TexMatrix(0, &layer->texmatrix);
11369 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11370 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11371 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11375 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11376 R_Mesh_TexBind(0, layer->texture);
11377 R_Mesh_TexMatrix(0, &layer->texmatrix);
11378 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11379 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11381 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11383 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11386 case TEXTURELAYERTYPE_TEXTURE:
11387 // singletexture unlit texture with transparency support
11388 R_Mesh_TexBind(0, layer->texture);
11389 R_Mesh_TexMatrix(0, &layer->texmatrix);
11390 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11391 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11392 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11394 case TEXTURELAYERTYPE_FOG:
11395 // singletexture fogging
11396 if (layer->texture)
11398 R_Mesh_TexBind(0, layer->texture);
11399 R_Mesh_TexMatrix(0, &layer->texmatrix);
11400 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11401 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11405 R_Mesh_TexBind(0, 0);
11406 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11408 // generate a color array for the fog pass
11409 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11410 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11416 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11417 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11419 f = 1 - RSurf_FogVertex(v);
11420 c[0] = layer->color[0];
11421 c[1] = layer->color[1];
11422 c[2] = layer->color[2];
11423 c[3] = f * layer->color[3];
11426 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11429 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11435 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11436 GL_AlphaTest(false);
11440 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11444 GL_AlphaTest(false);
11445 R_Mesh_ColorPointer(NULL, 0, 0);
11446 R_Mesh_ResetTextureState();
11447 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11449 if(rsurface.texture && rsurface.texture->currentskinframe)
11451 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11452 c[3] *= rsurface.texture->currentalpha;
11462 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11464 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11465 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11466 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11469 // brighten it up (as texture value 127 means "unlit")
11470 c[0] *= 2 * r_refdef.view.colorscale;
11471 c[1] *= 2 * r_refdef.view.colorscale;
11472 c[2] *= 2 * r_refdef.view.colorscale;
11474 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11475 c[3] *= r_wateralpha.value;
11477 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11479 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11480 GL_DepthMask(false);
11482 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11484 GL_BlendFunc(GL_ONE, GL_ONE);
11485 GL_DepthMask(false);
11487 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11489 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11490 GL_DepthMask(false);
11492 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11494 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11495 GL_DepthMask(false);
11499 GL_BlendFunc(GL_ONE, GL_ZERO);
11500 GL_DepthMask(writedepth);
11503 rsurface.lightmapcolor4f = NULL;
11505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11507 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11509 rsurface.lightmapcolor4f = NULL;
11510 rsurface.lightmapcolor4f_bufferobject = 0;
11511 rsurface.lightmapcolor4f_bufferoffset = 0;
11513 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11515 qboolean applycolor = true;
11518 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11520 r_refdef.lightmapintensity = 1;
11521 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11522 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11526 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11528 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11529 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11530 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11533 if(!rsurface.lightmapcolor4f)
11534 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11536 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11537 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11538 if(r_refdef.fogenabled)
11539 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11541 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11542 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11545 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11548 RSurf_SetupDepthAndCulling();
11549 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11551 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11554 switch (vid.renderpath)
11556 case RENDERPATH_GL20:
11557 case RENDERPATH_CGGL:
11558 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11560 case RENDERPATH_GL13:
11561 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11563 case RENDERPATH_GL11:
11564 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11570 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11573 RSurf_SetupDepthAndCulling();
11574 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11576 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11579 switch (vid.renderpath)
11581 case RENDERPATH_GL20:
11582 case RENDERPATH_CGGL:
11583 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11585 case RENDERPATH_GL13:
11586 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11588 case RENDERPATH_GL11:
11589 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11595 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11598 int texturenumsurfaces, endsurface;
11599 texture_t *texture;
11600 const msurface_t *surface;
11601 #define MAXBATCH_TRANSPARENTSURFACES 256
11602 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11604 // if the model is static it doesn't matter what value we give for
11605 // wantnormals and wanttangents, so this logic uses only rules applicable
11606 // to a model, knowing that they are meaningless otherwise
11607 if (ent == r_refdef.scene.worldentity)
11608 RSurf_ActiveWorldEntity();
11609 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11610 RSurf_ActiveModelEntity(ent, false, false, false);
11613 switch (vid.renderpath)
11615 case RENDERPATH_GL20:
11616 case RENDERPATH_CGGL:
11617 RSurf_ActiveModelEntity(ent, true, true, false);
11619 case RENDERPATH_GL13:
11620 case RENDERPATH_GL11:
11621 RSurf_ActiveModelEntity(ent, true, false, false);
11626 if (r_transparentdepthmasking.integer)
11628 qboolean setup = false;
11629 for (i = 0;i < numsurfaces;i = j)
11632 surface = rsurface.modelsurfaces + surfacelist[i];
11633 texture = surface->texture;
11634 rsurface.texture = R_GetCurrentTexture(texture);
11635 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11636 // scan ahead until we find a different texture
11637 endsurface = min(i + 1024, numsurfaces);
11638 texturenumsurfaces = 0;
11639 texturesurfacelist[texturenumsurfaces++] = surface;
11640 for (;j < endsurface;j++)
11642 surface = rsurface.modelsurfaces + surfacelist[j];
11643 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11645 texturesurfacelist[texturenumsurfaces++] = surface;
11647 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11649 // render the range of surfaces as depth
11653 GL_ColorMask(0,0,0,0);
11655 GL_DepthTest(true);
11656 GL_BlendFunc(GL_ONE, GL_ZERO);
11657 GL_DepthMask(true);
11658 GL_AlphaTest(false);
11659 R_Mesh_ColorPointer(NULL, 0, 0);
11660 R_Mesh_ResetTextureState();
11661 R_SetupShader_DepthOrShadow();
11663 RSurf_SetupDepthAndCulling();
11664 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11665 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11668 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11671 for (i = 0;i < numsurfaces;i = j)
11674 surface = rsurface.modelsurfaces + surfacelist[i];
11675 texture = surface->texture;
11676 rsurface.texture = R_GetCurrentTexture(texture);
11677 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11678 // scan ahead until we find a different texture
11679 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11680 texturenumsurfaces = 0;
11681 texturesurfacelist[texturenumsurfaces++] = surface;
11682 for (;j < endsurface;j++)
11684 surface = rsurface.modelsurfaces + surfacelist[j];
11685 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11687 texturesurfacelist[texturenumsurfaces++] = surface;
11689 // render the range of surfaces
11690 if (ent == r_refdef.scene.worldentity)
11691 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11693 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11695 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11696 GL_AlphaTest(false);
11699 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11701 // transparent surfaces get pushed off into the transparent queue
11702 int surfacelistindex;
11703 const msurface_t *surface;
11704 vec3_t tempcenter, center;
11705 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11707 surface = texturesurfacelist[surfacelistindex];
11708 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11709 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11710 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11711 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11712 if (queueentity->transparent_offset) // transparent offset
11714 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11715 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11716 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11718 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11722 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11724 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11728 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11730 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11732 RSurf_SetupDepthAndCulling();
11733 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11734 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11738 if (!rsurface.texture->currentnumlayers)
11740 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11741 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11743 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11745 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11747 RSurf_SetupDepthAndCulling();
11748 GL_AlphaTest(false);
11749 R_Mesh_ColorPointer(NULL, 0, 0);
11750 R_Mesh_ResetTextureState();
11751 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11752 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11753 GL_DepthMask(true);
11754 GL_BlendFunc(GL_ONE, GL_ZERO);
11755 GL_Color(0, 0, 0, 1);
11756 GL_DepthTest(writedepth);
11757 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11759 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11761 RSurf_SetupDepthAndCulling();
11762 GL_AlphaTest(false);
11763 R_Mesh_ColorPointer(NULL, 0, 0);
11764 R_Mesh_ResetTextureState();
11765 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11766 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11767 GL_DepthMask(true);
11768 GL_BlendFunc(GL_ONE, GL_ZERO);
11769 GL_DepthTest(true);
11770 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11772 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11773 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11774 else if (!rsurface.texture->currentnumlayers)
11776 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11778 // in the deferred case, transparent surfaces were queued during prepass
11779 if (!r_shadow_usingdeferredprepass)
11780 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11784 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11785 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11790 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11793 texture_t *texture;
11794 // break the surface list down into batches by texture and use of lightmapping
11795 for (i = 0;i < numsurfaces;i = j)
11798 // texture is the base texture pointer, rsurface.texture is the
11799 // current frame/skin the texture is directing us to use (for example
11800 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11801 // use skin 1 instead)
11802 texture = surfacelist[i]->texture;
11803 rsurface.texture = R_GetCurrentTexture(texture);
11804 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11805 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11807 // if this texture is not the kind we want, skip ahead to the next one
11808 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11812 // simply scan ahead until we find a different texture or lightmap state
11813 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11815 // render the range of surfaces
11816 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11820 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11825 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11827 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11829 RSurf_SetupDepthAndCulling();
11830 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11831 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11835 if (!rsurface.texture->currentnumlayers)
11837 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11838 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11840 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11842 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11844 RSurf_SetupDepthAndCulling();
11845 GL_AlphaTest(false);
11846 R_Mesh_ColorPointer(NULL, 0, 0);
11847 R_Mesh_ResetTextureState();
11848 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11849 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11850 GL_DepthMask(true);
11851 GL_BlendFunc(GL_ONE, GL_ZERO);
11852 GL_Color(0, 0, 0, 1);
11853 GL_DepthTest(writedepth);
11854 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11856 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11858 RSurf_SetupDepthAndCulling();
11859 GL_AlphaTest(false);
11860 R_Mesh_ColorPointer(NULL, 0, 0);
11861 R_Mesh_ResetTextureState();
11862 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11863 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11864 GL_DepthMask(true);
11865 GL_BlendFunc(GL_ONE, GL_ZERO);
11866 GL_DepthTest(true);
11867 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11869 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11870 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11871 else if (!rsurface.texture->currentnumlayers)
11873 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11875 // in the deferred case, transparent surfaces were queued during prepass
11876 if (!r_shadow_usingdeferredprepass)
11877 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11881 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11882 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11887 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11890 texture_t *texture;
11891 // break the surface list down into batches by texture and use of lightmapping
11892 for (i = 0;i < numsurfaces;i = j)
11895 // texture is the base texture pointer, rsurface.texture is the
11896 // current frame/skin the texture is directing us to use (for example
11897 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11898 // use skin 1 instead)
11899 texture = surfacelist[i]->texture;
11900 rsurface.texture = R_GetCurrentTexture(texture);
11901 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11902 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11904 // if this texture is not the kind we want, skip ahead to the next one
11905 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11909 // simply scan ahead until we find a different texture or lightmap state
11910 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11912 // render the range of surfaces
11913 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11917 float locboxvertex3f[6*4*3] =
11919 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11920 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11921 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11922 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11923 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11924 1,0,0, 0,0,0, 0,1,0, 1,1,0
11927 unsigned short locboxelements[6*2*3] =
11932 12,13,14, 12,14,15,
11933 16,17,18, 16,18,19,
11937 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11940 cl_locnode_t *loc = (cl_locnode_t *)ent;
11942 float vertex3f[6*4*3];
11944 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11945 GL_DepthMask(false);
11946 GL_DepthRange(0, 1);
11947 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11948 GL_DepthTest(true);
11949 GL_CullFace(GL_NONE);
11950 R_EntityMatrix(&identitymatrix);
11952 R_Mesh_VertexPointer(vertex3f, 0, 0);
11953 R_Mesh_ColorPointer(NULL, 0, 0);
11954 R_Mesh_ResetTextureState();
11955 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11957 i = surfacelist[0];
11958 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11959 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11960 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11961 surfacelist[0] < 0 ? 0.5f : 0.125f);
11963 if (VectorCompare(loc->mins, loc->maxs))
11965 VectorSet(size, 2, 2, 2);
11966 VectorMA(loc->mins, -0.5f, size, mins);
11970 VectorCopy(loc->mins, mins);
11971 VectorSubtract(loc->maxs, loc->mins, size);
11974 for (i = 0;i < 6*4*3;)
11975 for (j = 0;j < 3;j++, i++)
11976 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11978 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11981 void R_DrawLocs(void)
11984 cl_locnode_t *loc, *nearestloc;
11986 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11987 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11989 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11990 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11994 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11996 if (decalsystem->decals)
11997 Mem_Free(decalsystem->decals);
11998 memset(decalsystem, 0, sizeof(*decalsystem));
12001 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)
12004 tridecal_t *decals;
12007 // expand or initialize the system
12008 if (decalsystem->maxdecals <= decalsystem->numdecals)
12010 decalsystem_t old = *decalsystem;
12011 qboolean useshortelements;
12012 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12013 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12014 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12015 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12016 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12017 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12018 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12019 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12020 if (decalsystem->numdecals)
12021 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12023 Mem_Free(old.decals);
12024 for (i = 0;i < decalsystem->maxdecals*3;i++)
12025 decalsystem->element3i[i] = i;
12026 if (useshortelements)
12027 for (i = 0;i < decalsystem->maxdecals*3;i++)
12028 decalsystem->element3s[i] = i;
12031 // grab a decal and search for another free slot for the next one
12032 decals = decalsystem->decals;
12033 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12034 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12036 decalsystem->freedecal = i;
12037 if (decalsystem->numdecals <= i)
12038 decalsystem->numdecals = i + 1;
12040 // initialize the decal
12042 decal->triangleindex = triangleindex;
12043 decal->surfaceindex = surfaceindex;
12044 decal->decalsequence = decalsequence;
12045 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12046 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12047 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12048 decal->color4ub[0][3] = 255;
12049 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12050 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12051 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12052 decal->color4ub[1][3] = 255;
12053 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12054 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12055 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12056 decal->color4ub[2][3] = 255;
12057 decal->vertex3f[0][0] = v0[0];
12058 decal->vertex3f[0][1] = v0[1];
12059 decal->vertex3f[0][2] = v0[2];
12060 decal->vertex3f[1][0] = v1[0];
12061 decal->vertex3f[1][1] = v1[1];
12062 decal->vertex3f[1][2] = v1[2];
12063 decal->vertex3f[2][0] = v2[0];
12064 decal->vertex3f[2][1] = v2[1];
12065 decal->vertex3f[2][2] = v2[2];
12066 decal->texcoord2f[0][0] = t0[0];
12067 decal->texcoord2f[0][1] = t0[1];
12068 decal->texcoord2f[1][0] = t1[0];
12069 decal->texcoord2f[1][1] = t1[1];
12070 decal->texcoord2f[2][0] = t2[0];
12071 decal->texcoord2f[2][1] = t2[1];
12074 extern cvar_t cl_decals_bias;
12075 extern cvar_t cl_decals_models;
12076 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12077 // baseparms, parms, temps
12078 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)
12083 const float *vertex3f;
12085 float points[2][9][3];
12092 e = rsurface.modelelement3i + 3*triangleindex;
12094 vertex3f = rsurface.modelvertex3f;
12096 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12098 index = 3*e[cornerindex];
12099 VectorCopy(vertex3f + index, v[cornerindex]);
12102 //TriangleNormal(v[0], v[1], v[2], normal);
12103 //if (DotProduct(normal, localnormal) < 0.0f)
12105 // clip by each of the box planes formed from the projection matrix
12106 // if anything survives, we emit the decal
12107 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]);
12110 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]);
12113 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]);
12116 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]);
12119 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]);
12122 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]);
12125 // some part of the triangle survived, so we have to accept it...
12128 // dynamic always uses the original triangle
12130 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12132 index = 3*e[cornerindex];
12133 VectorCopy(vertex3f + index, v[cornerindex]);
12136 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12138 // convert vertex positions to texcoords
12139 Matrix4x4_Transform(projection, v[cornerindex], temp);
12140 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12141 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12142 // calculate distance fade from the projection origin
12143 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12144 f = bound(0.0f, f, 1.0f);
12145 c[cornerindex][0] = r * f;
12146 c[cornerindex][1] = g * f;
12147 c[cornerindex][2] = b * f;
12148 c[cornerindex][3] = 1.0f;
12149 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12152 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);
12154 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12155 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);
12157 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)
12159 matrix4x4_t projection;
12160 decalsystem_t *decalsystem;
12163 const msurface_t *surface;
12164 const msurface_t *surfaces;
12165 const int *surfacelist;
12166 const texture_t *texture;
12168 int numsurfacelist;
12169 int surfacelistindex;
12172 float localorigin[3];
12173 float localnormal[3];
12174 float localmins[3];
12175 float localmaxs[3];
12178 float planes[6][4];
12181 int bih_triangles_count;
12182 int bih_triangles[256];
12183 int bih_surfaces[256];
12185 decalsystem = &ent->decalsystem;
12186 model = ent->model;
12187 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12189 R_DecalSystem_Reset(&ent->decalsystem);
12193 if (!model->brush.data_nodes && !cl_decals_models.integer)
12195 if (decalsystem->model)
12196 R_DecalSystem_Reset(decalsystem);
12200 if (decalsystem->model != model)
12201 R_DecalSystem_Reset(decalsystem);
12202 decalsystem->model = model;
12204 RSurf_ActiveModelEntity(ent, false, false, false);
12206 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12207 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12208 VectorNormalize(localnormal);
12209 localsize = worldsize*rsurface.inversematrixscale;
12210 localmins[0] = localorigin[0] - localsize;
12211 localmins[1] = localorigin[1] - localsize;
12212 localmins[2] = localorigin[2] - localsize;
12213 localmaxs[0] = localorigin[0] + localsize;
12214 localmaxs[1] = localorigin[1] + localsize;
12215 localmaxs[2] = localorigin[2] + localsize;
12217 //VectorCopy(localnormal, planes[4]);
12218 //VectorVectors(planes[4], planes[2], planes[0]);
12219 AnglesFromVectors(angles, localnormal, NULL, false);
12220 AngleVectors(angles, planes[0], planes[2], planes[4]);
12221 VectorNegate(planes[0], planes[1]);
12222 VectorNegate(planes[2], planes[3]);
12223 VectorNegate(planes[4], planes[5]);
12224 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12225 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12226 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12227 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12228 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12229 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12234 matrix4x4_t forwardprojection;
12235 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12236 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12241 float projectionvector[4][3];
12242 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12243 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12244 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12245 projectionvector[0][0] = planes[0][0] * ilocalsize;
12246 projectionvector[0][1] = planes[1][0] * ilocalsize;
12247 projectionvector[0][2] = planes[2][0] * ilocalsize;
12248 projectionvector[1][0] = planes[0][1] * ilocalsize;
12249 projectionvector[1][1] = planes[1][1] * ilocalsize;
12250 projectionvector[1][2] = planes[2][1] * ilocalsize;
12251 projectionvector[2][0] = planes[0][2] * ilocalsize;
12252 projectionvector[2][1] = planes[1][2] * ilocalsize;
12253 projectionvector[2][2] = planes[2][2] * ilocalsize;
12254 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12255 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12256 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12257 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12261 dynamic = model->surfmesh.isanimated;
12262 numsurfacelist = model->nummodelsurfaces;
12263 surfacelist = model->sortedmodelsurfaces;
12264 surfaces = model->data_surfaces;
12267 bih_triangles_count = -1;
12270 if(model->render_bih.numleafs)
12271 bih = &model->render_bih;
12272 else if(model->collision_bih.numleafs)
12273 bih = &model->collision_bih;
12276 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12277 if(bih_triangles_count == 0)
12279 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12281 if(bih_triangles_count > 0)
12283 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12285 surfaceindex = bih_surfaces[triangleindex];
12286 surface = surfaces + surfaceindex;
12287 texture = surface->texture;
12288 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12290 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12292 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12297 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12299 surfaceindex = surfacelist[surfacelistindex];
12300 surface = surfaces + surfaceindex;
12301 // check cull box first because it rejects more than any other check
12302 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12304 // skip transparent surfaces
12305 texture = surface->texture;
12306 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12308 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12310 numtriangles = surface->num_triangles;
12311 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12312 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12317 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12318 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)
12320 int renderentityindex;
12321 float worldmins[3];
12322 float worldmaxs[3];
12323 entity_render_t *ent;
12325 if (!cl_decals_newsystem.integer)
12328 worldmins[0] = worldorigin[0] - worldsize;
12329 worldmins[1] = worldorigin[1] - worldsize;
12330 worldmins[2] = worldorigin[2] - worldsize;
12331 worldmaxs[0] = worldorigin[0] + worldsize;
12332 worldmaxs[1] = worldorigin[1] + worldsize;
12333 worldmaxs[2] = worldorigin[2] + worldsize;
12335 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12337 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12339 ent = r_refdef.scene.entities[renderentityindex];
12340 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12343 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12347 typedef struct r_decalsystem_splatqueue_s
12349 vec3_t worldorigin;
12350 vec3_t worldnormal;
12356 r_decalsystem_splatqueue_t;
12358 int r_decalsystem_numqueued = 0;
12359 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12361 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)
12363 r_decalsystem_splatqueue_t *queue;
12365 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12368 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12369 VectorCopy(worldorigin, queue->worldorigin);
12370 VectorCopy(worldnormal, queue->worldnormal);
12371 Vector4Set(queue->color, r, g, b, a);
12372 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12373 queue->worldsize = worldsize;
12374 queue->decalsequence = cl.decalsequence++;
12377 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12380 r_decalsystem_splatqueue_t *queue;
12382 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12383 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);
12384 r_decalsystem_numqueued = 0;
12387 extern cvar_t cl_decals_max;
12388 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12391 decalsystem_t *decalsystem = &ent->decalsystem;
12398 if (!decalsystem->numdecals)
12401 if (r_showsurfaces.integer)
12404 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12406 R_DecalSystem_Reset(decalsystem);
12410 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12411 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12413 if (decalsystem->lastupdatetime)
12414 frametime = (cl.time - decalsystem->lastupdatetime);
12417 decalsystem->lastupdatetime = cl.time;
12418 decal = decalsystem->decals;
12419 numdecals = decalsystem->numdecals;
12421 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12423 if (decal->color4ub[0][3])
12425 decal->lived += frametime;
12426 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12428 memset(decal, 0, sizeof(*decal));
12429 if (decalsystem->freedecal > i)
12430 decalsystem->freedecal = i;
12434 decal = decalsystem->decals;
12435 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12438 // collapse the array by shuffling the tail decals into the gaps
12441 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12442 decalsystem->freedecal++;
12443 if (decalsystem->freedecal == numdecals)
12445 decal[decalsystem->freedecal] = decal[--numdecals];
12448 decalsystem->numdecals = numdecals;
12450 if (numdecals <= 0)
12452 // if there are no decals left, reset decalsystem
12453 R_DecalSystem_Reset(decalsystem);
12457 extern skinframe_t *decalskinframe;
12458 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12461 decalsystem_t *decalsystem = &ent->decalsystem;
12470 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12473 numdecals = decalsystem->numdecals;
12477 if (r_showsurfaces.integer)
12480 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12482 R_DecalSystem_Reset(decalsystem);
12486 // if the model is static it doesn't matter what value we give for
12487 // wantnormals and wanttangents, so this logic uses only rules applicable
12488 // to a model, knowing that they are meaningless otherwise
12489 if (ent == r_refdef.scene.worldentity)
12490 RSurf_ActiveWorldEntity();
12492 RSurf_ActiveModelEntity(ent, false, false, false);
12494 decalsystem->lastupdatetime = cl.time;
12495 decal = decalsystem->decals;
12497 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12499 // update vertex positions for animated models
12500 v3f = decalsystem->vertex3f;
12501 c4f = decalsystem->color4f;
12502 t2f = decalsystem->texcoord2f;
12503 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12505 if (!decal->color4ub[0][3])
12508 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12511 // update color values for fading decals
12512 if (decal->lived >= cl_decals_time.value)
12514 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12515 alpha *= (1.0f/255.0f);
12518 alpha = 1.0f/255.0f;
12520 c4f[ 0] = decal->color4ub[0][0] * alpha;
12521 c4f[ 1] = decal->color4ub[0][1] * alpha;
12522 c4f[ 2] = decal->color4ub[0][2] * alpha;
12524 c4f[ 4] = decal->color4ub[1][0] * alpha;
12525 c4f[ 5] = decal->color4ub[1][1] * alpha;
12526 c4f[ 6] = decal->color4ub[1][2] * alpha;
12528 c4f[ 8] = decal->color4ub[2][0] * alpha;
12529 c4f[ 9] = decal->color4ub[2][1] * alpha;
12530 c4f[10] = decal->color4ub[2][2] * alpha;
12533 t2f[0] = decal->texcoord2f[0][0];
12534 t2f[1] = decal->texcoord2f[0][1];
12535 t2f[2] = decal->texcoord2f[1][0];
12536 t2f[3] = decal->texcoord2f[1][1];
12537 t2f[4] = decal->texcoord2f[2][0];
12538 t2f[5] = decal->texcoord2f[2][1];
12540 // update vertex positions for animated models
12541 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12543 e = rsurface.modelelement3i + 3*decal->triangleindex;
12544 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12545 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12546 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12550 VectorCopy(decal->vertex3f[0], v3f);
12551 VectorCopy(decal->vertex3f[1], v3f + 3);
12552 VectorCopy(decal->vertex3f[2], v3f + 6);
12555 if (r_refdef.fogenabled)
12557 alpha = RSurf_FogVertex(v3f);
12558 VectorScale(c4f, alpha, c4f);
12559 alpha = RSurf_FogVertex(v3f + 3);
12560 VectorScale(c4f + 4, alpha, c4f + 4);
12561 alpha = RSurf_FogVertex(v3f + 6);
12562 VectorScale(c4f + 8, alpha, c4f + 8);
12573 r_refdef.stats.drawndecals += numtris;
12575 // now render the decals all at once
12576 // (this assumes they all use one particle font texture!)
12577 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);
12578 R_Mesh_ResetTextureState();
12579 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12580 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12581 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12582 GL_DepthMask(false);
12583 GL_DepthRange(0, 1);
12584 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12585 GL_DepthTest(true);
12586 GL_CullFace(GL_NONE);
12587 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12588 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12589 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12593 static void R_DrawModelDecals(void)
12597 // fade faster when there are too many decals
12598 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12599 for (i = 0;i < r_refdef.scene.numentities;i++)
12600 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12602 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12603 for (i = 0;i < r_refdef.scene.numentities;i++)
12604 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12605 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12607 R_DecalSystem_ApplySplatEntitiesQueue();
12609 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12610 for (i = 0;i < r_refdef.scene.numentities;i++)
12611 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12613 r_refdef.stats.totaldecals += numdecals;
12615 if (r_showsurfaces.integer)
12618 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12620 for (i = 0;i < r_refdef.scene.numentities;i++)
12622 if (!r_refdef.viewcache.entityvisible[i])
12624 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12625 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12629 extern cvar_t mod_collision_bih;
12630 void R_DrawDebugModel(void)
12632 entity_render_t *ent = rsurface.entity;
12633 int i, j, k, l, flagsmask;
12634 const msurface_t *surface;
12635 dp_model_t *model = ent->model;
12638 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12640 R_Mesh_ColorPointer(NULL, 0, 0);
12641 R_Mesh_ResetTextureState();
12642 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12643 GL_DepthRange(0, 1);
12644 GL_DepthTest(!r_showdisabledepthtest.integer);
12645 GL_DepthMask(false);
12646 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12648 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12652 qboolean cullbox = ent == r_refdef.scene.worldentity;
12653 const q3mbrush_t *brush;
12654 const bih_t *bih = &model->collision_bih;
12655 const bih_leaf_t *bihleaf;
12656 float vertex3f[3][3];
12657 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12659 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12661 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12663 switch (bihleaf->type)
12666 brush = model->brush.data_brushes + bihleaf->itemindex;
12667 if (brush->colbrushf && brush->colbrushf->numtriangles)
12669 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12670 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);
12671 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12674 case BIH_COLLISIONTRIANGLE:
12675 triangleindex = bihleaf->itemindex;
12676 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12677 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12678 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12679 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12680 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);
12681 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12683 case BIH_RENDERTRIANGLE:
12684 triangleindex = bihleaf->itemindex;
12685 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12686 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12687 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12688 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12689 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);
12690 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12696 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12698 if (r_showtris.integer || r_shownormals.integer)
12700 if (r_showdisabledepthtest.integer)
12702 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12703 GL_DepthMask(false);
12707 GL_BlendFunc(GL_ONE, GL_ZERO);
12708 GL_DepthMask(true);
12710 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12712 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12714 rsurface.texture = R_GetCurrentTexture(surface->texture);
12715 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12717 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12718 if (r_showtris.value > 0)
12720 if (!rsurface.texture->currentlayers->depthmask)
12721 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12722 else if (ent == r_refdef.scene.worldentity)
12723 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12725 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12726 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12727 R_Mesh_ColorPointer(NULL, 0, 0);
12728 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12729 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12730 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12731 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12732 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12735 if (r_shownormals.value < 0)
12737 qglBegin(GL_LINES);
12738 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12740 VectorCopy(rsurface.vertex3f + l * 3, v);
12741 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12742 qglVertex3f(v[0], v[1], v[2]);
12743 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12744 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12745 qglVertex3f(v[0], v[1], v[2]);
12750 if (r_shownormals.value > 0)
12752 qglBegin(GL_LINES);
12753 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12755 VectorCopy(rsurface.vertex3f + l * 3, v);
12756 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12757 qglVertex3f(v[0], v[1], v[2]);
12758 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12759 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12760 qglVertex3f(v[0], v[1], v[2]);
12764 qglBegin(GL_LINES);
12765 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12767 VectorCopy(rsurface.vertex3f + l * 3, v);
12768 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12769 qglVertex3f(v[0], v[1], v[2]);
12770 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12771 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12772 qglVertex3f(v[0], v[1], v[2]);
12776 qglBegin(GL_LINES);
12777 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12779 VectorCopy(rsurface.vertex3f + l * 3, v);
12780 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12781 qglVertex3f(v[0], v[1], v[2]);
12782 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12783 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12784 qglVertex3f(v[0], v[1], v[2]);
12791 rsurface.texture = NULL;
12795 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12796 int r_maxsurfacelist = 0;
12797 const msurface_t **r_surfacelist = NULL;
12798 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12800 int i, j, endj, flagsmask;
12801 dp_model_t *model = r_refdef.scene.worldmodel;
12802 msurface_t *surfaces;
12803 unsigned char *update;
12804 int numsurfacelist = 0;
12808 if (r_maxsurfacelist < model->num_surfaces)
12810 r_maxsurfacelist = model->num_surfaces;
12812 Mem_Free((msurface_t**)r_surfacelist);
12813 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12816 RSurf_ActiveWorldEntity();
12818 surfaces = model->data_surfaces;
12819 update = model->brushq1.lightmapupdateflags;
12821 // update light styles on this submodel
12822 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12824 model_brush_lightstyleinfo_t *style;
12825 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12827 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12829 int *list = style->surfacelist;
12830 style->value = r_refdef.scene.lightstylevalue[style->style];
12831 for (j = 0;j < style->numsurfaces;j++)
12832 update[list[j]] = true;
12837 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12841 R_DrawDebugModel();
12842 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12846 rsurface.uselightmaptexture = false;
12847 rsurface.texture = NULL;
12848 rsurface.rtlight = NULL;
12849 numsurfacelist = 0;
12850 // add visible surfaces to draw list
12851 for (i = 0;i < model->nummodelsurfaces;i++)
12853 j = model->sortedmodelsurfaces[i];
12854 if (r_refdef.viewcache.world_surfacevisible[j])
12855 r_surfacelist[numsurfacelist++] = surfaces + j;
12857 // update lightmaps if needed
12858 if (model->brushq1.firstrender)
12860 model->brushq1.firstrender = false;
12861 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12863 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12867 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12868 if (r_refdef.viewcache.world_surfacevisible[j])
12870 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12872 // don't do anything if there were no surfaces
12873 if (!numsurfacelist)
12875 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12878 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12879 GL_AlphaTest(false);
12881 // add to stats if desired
12882 if (r_speeds.integer && !skysurfaces && !depthonly)
12884 r_refdef.stats.world_surfaces += numsurfacelist;
12885 for (j = 0;j < numsurfacelist;j++)
12886 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12889 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12892 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12894 int i, j, endj, flagsmask;
12895 dp_model_t *model = ent->model;
12896 msurface_t *surfaces;
12897 unsigned char *update;
12898 int numsurfacelist = 0;
12902 if (r_maxsurfacelist < model->num_surfaces)
12904 r_maxsurfacelist = model->num_surfaces;
12906 Mem_Free((msurface_t **)r_surfacelist);
12907 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12910 // if the model is static it doesn't matter what value we give for
12911 // wantnormals and wanttangents, so this logic uses only rules applicable
12912 // to a model, knowing that they are meaningless otherwise
12913 if (ent == r_refdef.scene.worldentity)
12914 RSurf_ActiveWorldEntity();
12915 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12916 RSurf_ActiveModelEntity(ent, false, false, false);
12918 RSurf_ActiveModelEntity(ent, true, true, true);
12919 else if (depthonly)
12921 switch (vid.renderpath)
12923 case RENDERPATH_GL20:
12924 case RENDERPATH_CGGL:
12925 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12927 case RENDERPATH_GL13:
12928 case RENDERPATH_GL11:
12929 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12935 switch (vid.renderpath)
12937 case RENDERPATH_GL20:
12938 case RENDERPATH_CGGL:
12939 RSurf_ActiveModelEntity(ent, true, true, false);
12941 case RENDERPATH_GL13:
12942 case RENDERPATH_GL11:
12943 RSurf_ActiveModelEntity(ent, true, false, false);
12948 surfaces = model->data_surfaces;
12949 update = model->brushq1.lightmapupdateflags;
12951 // update light styles
12952 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12954 model_brush_lightstyleinfo_t *style;
12955 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12957 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12959 int *list = style->surfacelist;
12960 style->value = r_refdef.scene.lightstylevalue[style->style];
12961 for (j = 0;j < style->numsurfaces;j++)
12962 update[list[j]] = true;
12967 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12971 R_DrawDebugModel();
12972 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12976 rsurface.uselightmaptexture = false;
12977 rsurface.texture = NULL;
12978 rsurface.rtlight = NULL;
12979 numsurfacelist = 0;
12980 // add visible surfaces to draw list
12981 for (i = 0;i < model->nummodelsurfaces;i++)
12982 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12983 // don't do anything if there were no surfaces
12984 if (!numsurfacelist)
12986 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12989 // update lightmaps if needed
12993 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12998 R_BuildLightMap(ent, surfaces + j);
13003 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13005 R_BuildLightMap(ent, surfaces + j);
13006 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13007 GL_AlphaTest(false);
13009 // add to stats if desired
13010 if (r_speeds.integer && !skysurfaces && !depthonly)
13012 r_refdef.stats.entities_surfaces += numsurfacelist;
13013 for (j = 0;j < numsurfacelist;j++)
13014 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13017 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13020 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13022 static texture_t texture;
13023 static msurface_t surface;
13024 const msurface_t *surfacelist = &surface;
13026 // fake enough texture and surface state to render this geometry
13028 texture.update_lastrenderframe = -1; // regenerate this texture
13029 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13030 texture.currentskinframe = skinframe;
13031 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13032 texture.offsetmapping = OFFSETMAPPING_OFF;
13033 texture.offsetscale = 1;
13034 texture.specularscalemod = 1;
13035 texture.specularpowermod = 1;
13037 surface.texture = &texture;
13038 surface.num_triangles = numtriangles;
13039 surface.num_firsttriangle = firsttriangle;
13040 surface.num_vertices = numvertices;
13041 surface.num_firstvertex = firstvertex;
13044 rsurface.texture = R_GetCurrentTexture(surface.texture);
13045 rsurface.uselightmaptexture = false;
13046 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13049 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)
13051 static msurface_t surface;
13052 const msurface_t *surfacelist = &surface;
13054 // fake enough texture and surface state to render this geometry
13056 surface.texture = texture;
13057 surface.num_triangles = numtriangles;
13058 surface.num_firsttriangle = firsttriangle;
13059 surface.num_vertices = numvertices;
13060 surface.num_firstvertex = firstvertex;
13063 rsurface.texture = R_GetCurrentTexture(surface.texture);
13064 rsurface.uselightmaptexture = false;
13065 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);