#include "r_shadow.h"
#include "polygon.h"
#include "image.h"
+#include "ft2.h"
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
+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"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
data[1] = 128; // normal Y
data[0] = 255; // normal Z
data[3] = 128; // height
- r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+ r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
data[0] = 255;
data[1] = 255;
data[2] = 255;
data[3] = 255;
- r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+ r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
data[0] = 128;
data[1] = 128;
data[2] = 128;
data[3] = 255;
- r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+ r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
data[0] = 0;
data[1] = 0;
data[2] = 0;
data[3] = 255;
- r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+ r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
}
static void R_BuildNoTexture(void)
}
}
}
- r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
}
static void R_BuildWhiteCube(void)
{
unsigned char data[6*1*1*4];
memset(data, 255, sizeof(data));
- r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
}
static void R_BuildNormalizationCube(void)
vec3_t v;
vec_t s, t, intensity;
#define NORMSIZE 64
- unsigned char data[6][NORMSIZE][NORMSIZE][4];
+ unsigned char *data;
+ data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
for (side = 0;side < 6;side++)
{
for (y = 0;y < NORMSIZE;y++)
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
- data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
- data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
- data[side][y][x][3] = 255;
+ data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
+ data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
+ data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
+ data[((side*64+y)*64+x)*4+3] = 255;
}
}
}
- r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ Mem_Free(data);
}
static void R_BuildFogTexture(void)
}
else
{
- r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
- //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
}
}
"\n"
"// enable various extensions depending on permutation:\n"
"\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform mat4 ModelViewProjectionMatrix;\n"
+"#endif\n"
+"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
-" gl_Position = ftransform();\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
-" gl_Position = ftransform();\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
"}\n"
"#endif\n"
"#endif\n"
"#else // !MODE_SHOWDEPTH\n"
"#ifdef MODE_POSTPROCESS\n"
+"varying vec2 TexCoord1;\n"
+"varying vec2 TexCoord2;\n"
+"\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
-" gl_Position = ftransform();\n"
-" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
+" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#ifdef USEBLOOM\n"
-" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+" TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
"}\n"
"#endif\n"
"uniform vec2 PixelSize;\n"
"void main(void)\n"
"{\n"
-" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+" gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#ifdef USEPOSTPROCESSING\n"
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
"// 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"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
" gl_FragColor /= (1 + 5 * UserVec1.y);\n"
"#endif\n"
"\n"
"#endif\n"
"#else // !MODE_POSTPROCESS\n"
"#ifdef MODE_GENERIC\n"
+"#ifdef USEDIFFUSE\n"
+"varying vec2 TexCoord1;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"varying vec2 TexCoord2;\n"
+"#endif\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_FrontColor = gl_Color;\n"
"#ifdef USEDIFFUSE\n"
-" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+" TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
-" gl_Position = ftransform();\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
"#endif\n"
"\n"
"{\n"
" gl_FragColor = gl_Color;\n"
"#ifdef USEDIFFUSE\n"
-" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
-" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
+" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
+"# ifdef USECOLORMAPPING\n"
" gl_FragColor *= tex2;\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
+"# endif\n"
+"# ifdef USEGLOW\n"
" gl_FragColor += tex2;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
+"# endif\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
+"# endif\n"
"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_GENERIC\n"
"#ifdef MODE_BLOOMBLUR\n"
+"varying TexCoord;\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_FrontColor = gl_Color;\n"
-" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
-" gl_Position = ftransform();\n"
+" TexCoord = gl_MultiTexCoord0.xy;\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" int i;\n"
-" vec2 tc = gl_TexCoord[0].xy;\n"
+" vec2 tc = TexCoord;\n"
" vec3 color = texture2D(Texture_First, tc).rgb;\n"
" tc += BloomBlur_Parameters.xy;\n"
" for (i = 1;i < SAMPLES;i++)\n"
"#ifdef MODE_REFRACTION\n"
"varying vec2 TexCoord;\n"
"varying vec4 ModelViewProjectionPosition;\n"
+"uniform mat4 TexMatrix;\n"
"#ifdef VERTEX_SHADER\n"
"\n"
"void main(void)\n"
"{\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
-" gl_Position = ftransform();\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
" ModelViewProjectionPosition = gl_Position;\n"
"}\n"
"#endif\n"
"varying vec4 ModelViewProjectionPosition;\n"
"#ifdef VERTEX_SHADER\n"
"uniform vec3 EyePosition;\n"
+"uniform mat4 TexMatrix;\n"
"\n"
"void main(void)\n"
"{\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-" gl_Position = ftransform();\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
" ModelViewProjectionPosition = gl_Position;\n"
"}\n"
"#endif\n"
"// 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"
"\n"
"#ifdef MODE_DEFERREDGEOMETRY\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"uniform mat4 ModelViewMatrix;\n"
"void main(void)\n"
"{\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" gl_FrontColor = gl_Color;\n"
-" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
+" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
"#endif\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"
-" VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n"
-" VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n"
-" VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n"
-" gl_Position = ftransform();\n"
+" VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
+" VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
+" VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
"#else // !MODE_DEFERREDGEOMETRY\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform mat4 ModelViewMatrix;\n"
"void main(void)\n"
"{\n"
-" ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n"
-" gl_Position = ftransform();\n"
+" ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform mat4 ModelToLight;\n"
+"#endif\n"
"void main(void)\n"
"{\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
" gl_FrontColor = gl_Color;\n"
"#endif\n"
" // copy the surface texcoord\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
+" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // transform vertex position into light attenuation/cubemap space\n"
" // (-1 to +1 across the light box)\n"
-" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+" CubeVector = vec3(ModelToLight * gl_Vertex);\n"
"\n"
"# ifdef USEDIFFUSE\n"
" // transform unnormalized light direction into tangent space\n"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-"//#if defined(USEREFLECTION)\n"
-"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
-"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"//#endif\n"
-"\n"
-"// transform vertex to camera space, using ftransform to match non-VS\n"
-" // rendering\n"
-" gl_Position = ftransform();\n"
+" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
"\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif // !MODE_DEPTH_OR_SHADOW\n"
;
+const char *builtincgshaderstring = "";
+
typedef struct shaderpermutationinfo_s
{
const char *pretext;
shadermode_t;
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
-shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
+shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
{
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
};
+#ifdef SUPPORTCG
+shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
+{
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+};
+#endif
+
struct r_glsl_permutation_s;
typedef struct r_glsl_permutation_s
{
int loc_UserVec4;
int loc_ViewTintColor;
int loc_ViewToLight;
+ int loc_ModelToLight;
+ int loc_TexMatrix;
+ int loc_BackgroundTexMatrix;
+ int loc_ModelViewProjectionMatrix;
+ int loc_ModelViewMatrix;
}
r_glsl_permutation_t;
static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
{
int i;
- shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
+ shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
int vertstrings_count = 0;
int geomstrings_count = 0;
int fragstrings_count = 0;
geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
- strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
+ strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
// the first pretext is which type of shader to compile as
// (later these will all be bound together as a program object)
fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
// the second pretext is the mode (for example a light source)
- vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
- geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
- fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
+ vertstrings_list[vertstrings_count++] = modeinfo->pretext;
+ geomstrings_list[geomstrings_count++] = modeinfo->pretext;
+ fragstrings_list[fragstrings_count++] = modeinfo->pretext;
strlcat(permutationname, modeinfo->name, sizeof(permutationname));
// now add all the permutation pretexts
p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
+ p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
+ p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
+ p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
+ p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
+ p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
Mem_Free(fragmentstring);
}
-void R_GLSL_Restart_f(void)
+void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
{
- unsigned int i, limit;
- r_glsl_permutation_t *p;
- limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
- for (i = 0;i < limit;i++)
+ r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
+ if (r_glsl_permutation != perm)
{
- if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
+ r_glsl_permutation = perm;
+ if (!r_glsl_permutation->program)
{
- GL_Backend_FreeProgram(p->program);
- Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
+ if (!r_glsl_permutation->compiled)
+ R_GLSL_CompilePermutation(perm, mode, permutation);
+ if (!r_glsl_permutation->program)
+ {
+ // remove features until we find a valid permutation
+ int i;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ {
+ // reduce i more quickly whenever it would not remove any bits
+ int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+ if (!(permutation & j))
+ continue;
+ permutation -= j;
+ r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+ if (!r_glsl_permutation->compiled)
+ R_GLSL_CompilePermutation(perm, mode, permutation);
+ if (r_glsl_permutation->program)
+ break;
+ }
+ if (i >= SHADERPERMUTATION_COUNT)
+ {
+ //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ return; // no bit left to clear, entire mode is broken
+ }
+ }
}
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
}
- memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+ if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
}
-void R_GLSL_DumpShader_f(void)
+#ifdef SUPPORTCG
+#include <Cg/cgGL.h>
+struct r_cg_permutation_s;
+typedef struct r_cg_permutation_s
{
- int i;
+ /// hash lookup data
+ struct r_cg_permutation_s *hashnext;
+ unsigned int mode;
+ unsigned int permutation;
- qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
- if(!file)
+ /// indicates if we have tried compiling this permutation already
+ qboolean compiled;
+ /// 0 if compilation failed
+ CGprogram vprogram;
+ CGprogram fprogram;
+ /// locations of detected parameters in programs, or NULL if not found
+ CGparameter vp_EyePosition;
+ CGparameter vp_FogPlane;
+ CGparameter vp_LightDir;
+ CGparameter vp_LightPosition;
+ CGparameter vp_ModelToLight;
+ CGparameter vp_TexMatrix;
+ CGparameter vp_BackgroundTexMatrix;
+ CGparameter vp_ModelViewProjectionMatrix;
+ CGparameter vp_ModelViewMatrix;
+
+ CGparameter fp_Texture_First;
+ CGparameter fp_Texture_Second;
+ CGparameter fp_Texture_GammaRamps;
+ CGparameter fp_Texture_Normal;
+ CGparameter fp_Texture_Color;
+ CGparameter fp_Texture_Gloss;
+ CGparameter fp_Texture_Glow;
+ CGparameter fp_Texture_SecondaryNormal;
+ CGparameter fp_Texture_SecondaryColor;
+ CGparameter fp_Texture_SecondaryGloss;
+ CGparameter fp_Texture_SecondaryGlow;
+ CGparameter fp_Texture_Pants;
+ CGparameter fp_Texture_Shirt;
+ CGparameter fp_Texture_FogMask;
+ CGparameter fp_Texture_Lightmap;
+ CGparameter fp_Texture_Deluxemap;
+ CGparameter fp_Texture_Attenuation;
+ CGparameter fp_Texture_Cube;
+ CGparameter fp_Texture_Refraction;
+ CGparameter fp_Texture_Reflection;
+ CGparameter fp_Texture_ShadowMapRect;
+ CGparameter fp_Texture_ShadowMapCube;
+ CGparameter fp_Texture_ShadowMap2D;
+ CGparameter fp_Texture_CubeProjection;
+ CGparameter fp_Texture_ScreenDepth;
+ CGparameter fp_Texture_ScreenNormalMap;
+ CGparameter fp_Texture_ScreenDiffuse;
+ CGparameter fp_Texture_ScreenSpecular;
+ CGparameter fp_Alpha;
+ CGparameter fp_BloomBlur_Parameters;
+ CGparameter fp_ClientTime;
+ CGparameter fp_Color_Ambient;
+ CGparameter fp_Color_Diffuse;
+ CGparameter fp_Color_Specular;
+ CGparameter fp_Color_Glow;
+ CGparameter fp_Color_Pants;
+ CGparameter fp_Color_Shirt;
+ CGparameter fp_DeferredColor_Ambient;
+ CGparameter fp_DeferredColor_Diffuse;
+ CGparameter fp_DeferredColor_Specular;
+ CGparameter fp_DeferredMod_Diffuse;
+ CGparameter fp_DeferredMod_Specular;
+ CGparameter fp_DistortScaleRefractReflect;
+ CGparameter fp_EyePosition;
+ CGparameter fp_FogColor;
+ CGparameter fp_FogHeightFade;
+ CGparameter fp_FogPlane;
+ CGparameter fp_FogPlaneViewDist;
+ CGparameter fp_FogRangeRecip;
+ CGparameter fp_LightColor;
+ CGparameter fp_LightDir;
+ CGparameter fp_LightPosition;
+ CGparameter fp_OffsetMapping_Scale;
+ CGparameter fp_PixelSize;
+ CGparameter fp_ReflectColor;
+ CGparameter fp_ReflectFactor;
+ CGparameter fp_ReflectOffset;
+ CGparameter fp_RefractColor;
+ CGparameter fp_Saturation;
+ CGparameter fp_ScreenCenterRefractReflect;
+ CGparameter fp_ScreenScaleRefractReflect;
+ CGparameter fp_ScreenToDepth;
+ CGparameter fp_ShadowMap_Parameters;
+ CGparameter fp_ShadowMap_TextureScale;
+ CGparameter fp_SpecularPower;
+ CGparameter fp_UserVec1;
+ CGparameter fp_UserVec2;
+ CGparameter fp_UserVec3;
+ CGparameter fp_UserVec4;
+ CGparameter fp_ViewTintColor;
+ CGparameter fp_ViewToLight;
+}
+r_cg_permutation_t;
+
+/// information about each possible shader permutation
+r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
+/// currently selected permutation
+r_cg_permutation_t *r_cg_permutation;
+/// storage for permutations linked in the hash table
+memexpandablearray_t r_cg_permutationarray;
+
+#define CHECKCGERROR {CGerror err;const char *errorstring = cgGetLastErrorString(&err);if (err){Con_Printf("%s:%i CG error %i: %s\n", __FILE__, __LINE__, err, errorstring);if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
+
+static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
+{
+ //unsigned int hashdepth = 0;
+ unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
+ r_cg_permutation_t *p;
+ for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
{
- Con_Printf("failed to write to glsl/default.glsl\n");
- return;
+ if (p->mode == mode && p->permutation == permutation)
+ {
+ //if (hashdepth > 10)
+ // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+ return p;
+ }
+ //hashdepth++;
}
+ p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
+ p->mode = mode;
+ p->permutation = permutation;
+ p->hashnext = r_cg_permutationhash[mode][hashindex];
+ r_cg_permutationhash[mode][hashindex] = p;
+ //if (hashdepth > 10)
+ // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+ return p;
+}
- FS_Print(file, "/* The engine may define the following macros:\n");
- FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++)
- FS_Print(file, shadermodeinfo[i].pretext);
+static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
+{
+ char *shaderstring;
+ if (!filename || !filename[0])
+ return NULL;
+ shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+ if (shaderstring)
+ {
+ if (printfromdisknotice)
+ Con_DPrintf("from disk %s... ", filename);
+ return shaderstring;
+ }
+ else if (!strcmp(filename, "cg/default.cg"))
+ {
+ shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
+ memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
+ }
+ return shaderstring;
+}
+
+static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
+{
+ int i;
+ shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
+ int vertstrings_count = 0, vertstring_length = 0;
+ int geomstrings_count = 0, geomstring_length = 0;
+ int fragstrings_count = 0, fragstring_length = 0;
+ char *t;
+ char *vertexstring, *geometrystring, *fragmentstring;
+ char *vertstring, *geomstring, *fragstring;
+ const char *vertstrings_list[32+3];
+ const char *geomstrings_list[32+3];
+ const char *fragstrings_list[32+3];
+ char permutationname[256];
+ CGprofile vertexProfile;
+ CGprofile fragmentProfile;
+
+ if (p->compiled)
+ return;
+ p->compiled = true;
+ p->vprogram = NULL;
+ p->fprogram = NULL;
+
+ permutationname[0] = 0;
+ vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
+ geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
+ fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
+
+ strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+
+ // the first pretext is which type of shader to compile as
+ // (later these will all be bound together as a program object)
+ vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
+ geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
+ fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
+
+ // the second pretext is the mode (for example a light source)
+ vertstrings_list[vertstrings_count++] = modeinfo->pretext;
+ geomstrings_list[geomstrings_count++] = modeinfo->pretext;
+ fragstrings_list[fragstrings_count++] = modeinfo->pretext;
+ strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+
+ // now add all the permutation pretexts
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- FS_Print(file, "*/\n");
- FS_Print(file, builtinshaderstring);
- FS_Close(file);
+ {
+ if (permutation & (1<<i))
+ {
+ vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
+ geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
+ fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
+ strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
+ }
+ else
+ {
+ // keep line numbers correct
+ vertstrings_list[vertstrings_count++] = "\n";
+ geomstrings_list[geomstrings_count++] = "\n";
+ fragstrings_list[fragstrings_count++] = "\n";
+ }
+ }
- Con_Printf("glsl/default.glsl written\n");
+ // now append the shader text itself
+ vertstrings_list[vertstrings_count++] = vertexstring;
+ geomstrings_list[geomstrings_count++] = geometrystring;
+ fragstrings_list[fragstrings_count++] = fragmentstring;
+
+ // if any sources were NULL, clear the respective list
+ if (!vertexstring)
+ vertstrings_count = 0;
+ if (!geometrystring)
+ geomstrings_count = 0;
+ if (!fragmentstring)
+ fragstrings_count = 0;
+
+ vertstring_length = 0;
+ for (i = 0;i < vertstrings_count;i++)
+ vertstring_length += strlen(vertstrings_list[i]);
+ vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
+ for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
+ memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
+
+ geomstring_length = 0;
+ for (i = 0;i < geomstrings_count;i++)
+ geomstring_length += strlen(geomstrings_list[i]);
+ geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
+ for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
+ memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
+
+ fragstring_length = 0;
+ for (i = 0;i < fragstrings_count;i++)
+ fragstring_length += strlen(fragstrings_list[i]);
+ fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
+ for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
+ memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
+
+ CHECKGLERROR
+ CHECKCGERROR
+ //vertexProfile = CG_PROFILE_ARBVP1;
+ //fragmentProfile = CG_PROFILE_ARBFP1;
+ vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
+ fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
+ //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
+ //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
+ //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
+ CHECKGLERROR
+
+ // compile the vertex program
+ if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
+ {
+ CHECKCGERROR
+ cgCompileProgram(p->vprogram);CHECKCGERROR
+ if (!cgIsProgramCompiled(p->vprogram))
+ {
+ CHECKCGERROR
+ cgDestroyProgram(p->vprogram);CHECKCGERROR
+ p->vprogram = 0;
+ }
+ else
+ {
+ cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
+ cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
+ // look up all the uniform variable names we care about, so we don't
+ // have to look them up every time we set them
+ CHECKCGERROR
+ p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
+ p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
+ p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
+ p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
+ p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
+ p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
+ p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
+ p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
+ p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
+ CHECKCGERROR
+ }
+ }
+
+ // compile the fragment program
+ if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
+ {
+ cgCompileProgram(p->fprogram);CHECKCGERROR
+ if (!cgIsProgramCompiled(p->fprogram))
+ {
+ CHECKCGERROR
+ cgDestroyProgram(p->fprogram);CHECKCGERROR
+ p->fprogram = 0;
+ }
+ else
+ {
+ cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
+ cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
+ CHECKCGERROR
+ p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
+ p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
+ p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
+ p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
+ p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
+ p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
+ p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
+ p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
+ p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
+ p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
+ p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
+ p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
+ p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
+ p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
+ p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
+ p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
+ p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
+ p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
+ p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
+ p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+ p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+ p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
+ p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
+ p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
+ p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
+ p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
+ p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
+ p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
+ p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
+ p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
+ p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
+ p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
+ p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
+ p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
+ p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
+ p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
+ p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
+ p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
+ p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
+ p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
+ p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
+ p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
+ p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
+ p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
+ p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
+ p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
+ p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
+ p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
+ p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
+ p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
+ p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
+ p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
+ p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
+ p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
+ p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
+ p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
+ p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
+ p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
+ p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
+ p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
+ p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
+ p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
+ p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
+ p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
+ p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
+ p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
+ p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
+ p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
+ p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
+ p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
+ p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
+ CHECKCGERROR
+ }
+ }
+
+ if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
+ Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
+ else
+ Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
+
+ // free the strings
+ if (vertstring)
+ Mem_Free(vertstring);
+ if (geomstring)
+ Mem_Free(geomstring);
+ if (fragstring)
+ Mem_Free(fragstring);
+ if (vertexstring)
+ Mem_Free(vertexstring);
+ if (geometrystring)
+ Mem_Free(geometrystring);
+ if (fragmentstring)
+ Mem_Free(fragmentstring);
}
-void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
+void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
{
- r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
- if (r_glsl_permutation != perm)
+ r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
+ CHECKGLERROR
+ CHECKCGERROR
+ if (r_cg_permutation != perm)
{
- r_glsl_permutation = perm;
- if (!r_glsl_permutation->program)
+ r_cg_permutation = perm;
+ if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
{
- if (!r_glsl_permutation->compiled)
- R_GLSL_CompilePermutation(perm, mode, permutation);
- if (!r_glsl_permutation->program)
+ if (!r_cg_permutation->compiled)
+ R_CG_CompilePermutation(perm, mode, permutation);
+ if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
{
// remove features until we find a valid permutation
int i;
if (!(permutation & j))
continue;
permutation -= j;
- r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
- if (!r_glsl_permutation->compiled)
- R_GLSL_CompilePermutation(perm, mode, permutation);
- if (r_glsl_permutation->program)
+ r_cg_permutation = R_CG_FindPermutation(mode, permutation);
+ if (!r_cg_permutation->compiled)
+ R_CG_CompilePermutation(perm, mode, permutation);
+ if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
break;
}
if (i >= SHADERPERMUTATION_COUNT)
{
- //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
- r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
- qglUseProgramObjectARB(0);CHECKGLERROR
+ //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ r_cg_permutation = R_CG_FindPermutation(mode, permutation);
return; // no bit left to clear, entire mode is broken
}
}
}
CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+ CHECKCGERROR
+ if (r_cg_permutation->vprogram)
+ {
+ //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
+ cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
+ //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+ }
+ else
+ {
+ //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+ cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+ }
+ if (r_cg_permutation->fprogram)
+ {
+ //cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
+ cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
+ //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+ }
+ else
+ {
+ //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+ cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+ }
}
+ CHECKCGERROR
+ if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
}
-void R_SetupGenericShader(qboolean usetexture)
+void CG_BindTexture(CGparameter param, int texnum)
+{
+ cgGLSetTextureParameter(param, texnum);
+ cgGLEnableTextureParameter(param);
+}
+#endif
+
+void R_GLSL_Restart_f(void)
{
+ unsigned int i, limit;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+ {
+ r_glsl_permutation_t *p;
+ limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
+ for (i = 0;i < limit;i++)
+ {
+ if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
+ {
+ GL_Backend_FreeProgram(p->program);
+ Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
+ }
+ }
+ memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+ }
break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ {
+ r_cg_permutation_t *p;
+ limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
+ for (i = 0;i < limit;i++)
+ {
+ if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
+ {
+ if (p->vprogram)
+ cgDestroyProgram(p->vprogram);
+ if (p->fprogram)
+ cgDestroyProgram(p->fprogram);
+ Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
+ }
+ }
+ }
+ memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+ break;
+#endif
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
}
}
-void R_SetupGenericTwoTextureShader(int texturemode)
+void R_GLSL_DumpShader_f(void)
+{
+ int i;
+ qfile_t *file;
+
+ file = FS_OpenRealFile("glsl/default.glsl", "w", false);
+ if (file)
+ {
+ FS_Print(file, "/* The engine may define the following macros:\n");
+ FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+ for (i = 0;i < SHADERMODE_COUNT;i++)
+ FS_Print(file, glslshadermodeinfo[i].pretext);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ FS_Print(file, shaderpermutationinfo[i].pretext);
+ FS_Print(file, "*/\n");
+ FS_Print(file, builtinshaderstring);
+ FS_Close(file);
+ Con_Printf("glsl/default.glsl written\n");
+ }
+ else
+ Con_Printf("failed to write to glsl/default.glsl\n");
+
+#ifdef SUPPORTCG
+ file = FS_OpenRealFile("cg/default.cg", "w", false);
+ if (file)
+ {
+ FS_Print(file, "/* The engine may define the following macros:\n");
+ FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+ for (i = 0;i < SHADERMODE_COUNT;i++)
+ FS_Print(file, cgshadermodeinfo[i].pretext);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ FS_Print(file, shaderpermutationinfo[i].pretext);
+ FS_Print(file, "*/\n");
+ FS_Print(file, builtincgshaderstring);
+ FS_Close(file);
+ Con_Printf("cg/default.cg written\n");
+ }
+ else
+ Con_Printf("failed to write to cg/default.cg\n");
+#endif
+}
+
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
{
+ if (!second)
+ texturemode = GL_MODULATE;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ 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))));
+ if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(first ));
+ if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, R_GetTexture(second));
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ CHECKCGERROR
+ 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))));
+ if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(first ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, R_GetTexture(second));CHECKCGERROR
+#endif
break;
case RENDERPATH_GL13:
+ R_Mesh_TexBind(0, R_GetTexture(first ));
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexBind(1, R_GetTexture(second));
+ if (second)
+ R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
+ break;
case RENDERPATH_GL11:
- R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
+ R_Mesh_TexBind(0, R_GetTexture(first ));
break;
}
}
-void R_SetupDepthOrShadowShader(void)
+void R_SetupShader_DepthOrShadow(void)
{
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
+#endif
break;
case RENDERPATH_GL13:
+ R_Mesh_TexBind(0, 0);
+ R_Mesh_TexBind(1, 0);
break;
case RENDERPATH_GL11:
+ R_Mesh_TexBind(0, 0);
break;
}
}
-void R_SetupShowDepthShader(void)
+void R_SetupShader_ShowDepth(void)
{
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
+#endif
break;
case RENDERPATH_GL13:
break;
extern qboolean r_shadow_shadowmapvsdct;
extern qboolean r_shadow_shadowmapsampler;
extern int r_shadow_shadowmappcf;
-void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+extern rtexture_t *r_shadow_shadowmaprectangletexture;
+extern rtexture_t *r_shadow_shadowmap2dtexture;
+extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern int r_shadow_shadowmaplod; // changes for each light based on distance
+extern int r_shadow_prepass_width;
+extern int r_shadow_prepass_height;
+extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
// fragment shader on features that are not being used
unsigned int permutation = 0;
unsigned int mode = 0;
+ float m16f[16];
// TODO: implement geometry-shader based shadow volumes someday
if (r_glsl_offsetmapping.integer)
{
ambientscale = diffusescale = specularscale = 0;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
mode = SHADERMODE_LIGHTDIRECTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
mode = SHADERMODE_LIGHTDIRECTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
permutation |= SHADERPERMUTATION_ALPHAKILL;
- R_SetupShader_SetPermutation(mode, permutation);
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
-
- // additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- 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]);
- 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]);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- else
+ switch(vid.renderpath)
{
- if (mode == SHADERMODE_FLATCOLOR)
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+ if (mode == SHADERMODE_LIGHTSOURCE)
+ {
+ if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
+
+ // additive passes are only darkened by fog, not tinted
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ 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]);
+ 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]);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+ }
+ else
+ {
+ if (mode == SHADERMODE_FLATCOLOR)
+ {
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+ }
+ else if (mode == SHADERMODE_LIGHTDIRECTION)
+ {
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
+ 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);
+ 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]);
+ 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]);
+ }
+ else
+ {
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
+ 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]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+ 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);
+ }
+ // additive passes are only darkened by fog, not tinted
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ {
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ }
+ 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);
+ 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]);
+ 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]);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+ if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+ }
+ if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+ if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+ if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+ if (r_glsl_permutation->loc_Color_Pants >= 0)
+ {
+ if (rsurface.texture->pantstexture)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+ }
+ if (r_glsl_permutation->loc_Color_Shirt >= 0)
+ {
+ if (rsurface.texture->shirttexture)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+ }
+ 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]);
+ if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+ if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+ if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+ if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ 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]);
+
+ // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_texture_white ));
+ // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_texture_white ));
+ // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , R_GetTexture(r_texture_gammaramps ));
+ if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , R_GetTexture(rsurface.texture->nmaptexture ));
+ if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , R_GetTexture(rsurface.texture->basetexture ));
+ if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , R_GetTexture(rsurface.texture->glosstexture ));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , R_GetTexture(rsurface.texture->glowtexture ));
+ if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , R_GetTexture(rsurface.texture->backgroundnmaptexture ));
+ if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , R_GetTexture(rsurface.texture->backgroundbasetexture ));
+ if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , R_GetTexture(rsurface.texture->backgroundglosstexture ));
+ if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , R_GetTexture(rsurface.texture->backgroundglowtexture ));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , R_GetTexture(rsurface.texture->pantstexture ));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , R_GetTexture(rsurface.texture->shirttexture ));
+ if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , R_GetTexture(r_texture_fogattenuation ));
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_white ));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_blanknormalmap ));
+ if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture ));
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , R_GetTexture(r_texture_white ));
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , R_GetTexture(r_texture_white ));
+ if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
+ if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
+ if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture ));
+ if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture ));
+ if (rsurface.rtlight)
+ {
+ if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0);
+ if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture ));
+ if (r_shadow_usingshadowmapcube)
+ if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
+ if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
+ if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0);
+ }
+ CHECKGLERROR
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ R_SetupShader_SetPermutationCG(mode, permutation);
+ if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+ if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
+ if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
+ }
+ else
+ {
+ if (mode == SHADERMODE_LIGHTDIRECTION)
+ {
+ 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
+ }
}
- else if (mode == SHADERMODE_LIGHTDIRECTION)
+ if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR
+ if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
+ if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
+ if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
+ 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
+ CHECKGLERROR
+
+ if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
- 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);
- 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]);
- 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]);
+ if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR
+
+ // additive passes are only darkened by fog, not tinted
+ if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
+ 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
+ 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
+ if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
}
else
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
- 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]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- 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);
+ if (mode == SHADERMODE_FLATCOLOR)
+ {
+ if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
+ }
+ else if (mode == SHADERMODE_LIGHTDIRECTION)
+ {
+ if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
+ if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+ 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
+ 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
+ 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
+ }
+ else
+ {
+ if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
+ 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
+ if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
+ if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+ 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
+ }
+ // additive passes are only darkened by fog, not tinted
+ if (r_cg_permutation->fp_FogColor)
+ {
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+ cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
+ else
+ cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ CHECKCGERROR
+ }
+ 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
+ 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
+ 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
+ if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
+ if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
+ if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
+ if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
+ if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+ }
+ if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+ if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_Color_Pants)
+ {
+ if (rsurface.texture->pantstexture)
+ cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+ else
+ cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
+ CHECKCGERROR
}
- // additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
+ if (r_cg_permutation->fp_Color_Shirt)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ if (rsurface.texture->shirttexture)
+ cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
else
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- }
- 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);
- 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]);
- 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]);
- if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
- if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
- if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
- if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (r_glsl_permutation->loc_Color_Pants >= 0)
- {
- if (rsurface.texture->currentskinframe->pants)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
- else
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+ cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
+ CHECKCGERROR
+ }
+ 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
+ if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
+ if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
+ if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
+ if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
+ 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
+
+ // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_texture_white ));CHECKCGERROR
+ // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_texture_white ));CHECKCGERROR
+ // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , R_GetTexture(r_texture_gammaramps ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , R_GetTexture(rsurface.texture->nmaptexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , R_GetTexture(rsurface.texture->basetexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , R_GetTexture(rsurface.texture->glosstexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , R_GetTexture(rsurface.texture->glowtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, R_GetTexture(rsurface.texture->backgroundnmaptexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , R_GetTexture(rsurface.texture->backgroundbasetexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , R_GetTexture(rsurface.texture->backgroundglosstexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , R_GetTexture(rsurface.texture->backgroundglowtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , R_GetTexture(rsurface.texture->pantstexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , R_GetTexture(rsurface.texture->shirttexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , R_GetTexture(r_texture_fogattenuation ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(r_texture_white ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , R_GetTexture(r_texture_blanknormalmap ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , R_GetTexture(r_texture_white ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , R_GetTexture(r_texture_white ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , R_GetTexture(r_shadow_prepasslightingdiffusetexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , R_GetTexture(r_shadow_prepasslightingspeculartexture ));CHECKCGERROR
+ if (rsurface.rtlight)
+ {
+ if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR
+ if (r_shadow_usingshadowmapcube)
+ if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR
+ }
+
+ CHECKGLERROR
+#endif
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
}
- if (r_glsl_permutation->loc_Color_Shirt >= 0)
- {
- if (rsurface.texture->currentskinframe->shirt)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
- else
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
- }
- 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]);
- if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
- if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
- if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
- if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- 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]);
- CHECKGLERROR
}
-void R_SetupDeferredLightShader(const rtlight_t *rtlight)
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
}
- R_SetupShader_SetPermutation(mode, permutation);
Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
- 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);
- 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);
- 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);
- 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]);
- 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]);
- 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));
- 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]);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+ if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+ if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
+ 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);
+ 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);
+ 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);
+ 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]);
+ 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]);
+ 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));
+ 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]);
+
+ if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture ));
+ if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
+ if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
+ if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0);
+ if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture ));
+ if (r_shadow_usingshadowmapcube)
+ if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
+ if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
+ if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0);
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ R_SetupShader_SetPermutationCG(mode, permutation);
+ if (r_cg_permutation->vp_ModelViewMatrix ) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR
+ if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
+ if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+
+ if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR
+ if (r_shadow_usingshadowmapcube)
+ if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR
+#endif
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ }
}
#define SKINFRAME_HASH 1024
if (cls.state == ca_dedicated)
return NULL;
- skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
+ skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
skinframe->stain = NULL;
skinframe->merged = NULL;
skinframe->base = r_texture_notexture;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
memset(&r_waterstate, 0, sizeof(r_waterstate));
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
+#ifdef SUPPORTCG
+ memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+ Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
+#endif
memset(&r_svbsp, 0, sizeof (r_svbsp));
r_refdef.fogmasktable_density = 0;
Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
Cvar_RegisterVariable(&r_fog_exp2);
Cvar_RegisterVariable(&r_drawfog);
+ Cvar_RegisterVariable(&r_transparentdepthmasking);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&gl_combine);
Cvar_RegisterVariable(&r_glsl);
extern void Sbar_Init(void);
extern void R_LightningBeams_Init(void);
extern void Mod_RenderInit(void);
+extern void Font_Init(void);
void Render_Init(void)
{
gl_backend_init();
R_Textures_Init();
GL_Main_Init();
+ Font_Init();
GL_Draw_Init();
R_Shadow_Init();
R_Sky_Init();
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
void R_SetupView(qboolean allowwaterclippingplane)
{
- const double *customclipplane = NULL;
- double plane[4];
+ const float *customclipplane = NULL;
+ float plane[4];
if (r_refdef.view.useclipplane && allowwaterclippingplane)
{
// LordHavoc: couldn't figure out how to make this approach the
R_SetViewport(&r_refdef.view.viewport);
}
+void R_EntityMatrix(const matrix4x4_t *matrix)
+{
+ if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
+ {
+ gl_modelmatrixchanged = false;
+ gl_modelmatrix = *matrix;
+ Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
+ Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
+ Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
+ Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
+ CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+ qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
+ qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+#endif
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+ break;
+ }
+ }
+}
+
void R_ResetViewRendering2D(void)
{
r_viewport_t viewport;
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(false);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(0, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
- R_SetupGenericShader(true);
}
void R_ResetViewRendering3D(void)
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_DepthTest(true);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(r_refdef.view.cullface_back);
- R_SetupGenericShader(true);
}
void R_RenderScene(void);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
if (!p->texture_refraction)
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
if (!p->texture_refraction)
goto error;
}
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
if (!p->texture_reflection)
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
if (!p->texture_reflection)
goto error;
}
R_View_Update();
R_RenderScene();
- // copy view into the screen texture
- R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(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);
}
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
R_View_Update();
R_RenderScene();
- R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(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);
}
}
r_waterstate.renderingscene = false;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
r_bloomstate.screentexturewidth = screentexturewidth;
r_bloomstate.screentextureheight = screentextureheight;
if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
}
if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
{
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
}
// when doing a reduced render (HDR) we want to use a smaller area
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
// TODO: optimize with multitexture or GLSL
- R_SetupGenericShader(true);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// we now have a bloom image in the framebuffer
// copy it into the bloom image texture for later processing
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
}
void R_Bloom_CopyHDRTexture(void)
{
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(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);
r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(true);
// we have a bloom image in the framebuffer
CHECKGLERROR
r = bound(0, r_bloom_colorexponent.value / x, 1);
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_Color(r, r, r, 1);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
brighten = sqrt(brighten);
if(range >= 1)
brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
for (dir = 0;dir < 2;dir++)
if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(1, 1, 1, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
GL_BlendFunc(GL_ONE, GL_ONE);
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
// copy the darkened bloom view to a texture
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
}
}
r_refdef.view.width = oldwidth;
r_refdef.view.height = oldheight;
r_refdef.view.colorscale = oldcolorscale;
+ r_frame++; // used only by R_GetCurrentTexture
R_ResetViewRendering3D();
static void R_BlendView(void)
{
unsigned int permutation;
+ float uservecs[4][4];
switch (vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- GL_ActiveTexture(0);CHECKGLERROR
if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
{
// apply the blur
if (cl.motionbluralpha > 0)
{
- R_SetupGenericShader(true);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(1, 1, 1, cl.motionbluralpha);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
// copy view into the screen texture
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+ R_Mesh_CopyToTexture(R_GetTexture(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);
r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
else if (!r_bloomstate.texture_bloom)
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
R_Bloom_MakeTexture();
}
+#if _MSC_VER >= 1400
+#define sscanf sscanf_s
+#endif
+ memset(uservecs, 0, sizeof(uservecs));
+ sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
- R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
- if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
- 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]);
- if (r_glsl_permutation->loc_ClientTime >= 0)
- qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
- if (r_glsl_permutation->loc_PixelSize >= 0)
- qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
- if (r_glsl_permutation->loc_UserVec1 >= 0)
- {
- float a=0, b=0, c=0, d=0;
-#if _MSC_VER >= 1400
-#define sscanf sscanf_s
-#endif
- sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
- }
- if (r_glsl_permutation->loc_UserVec2 >= 0)
- {
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
- }
- if (r_glsl_permutation->loc_UserVec3 >= 0)
- {
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
- }
- if (r_glsl_permutation->loc_UserVec4 >= 0)
+
+ switch(vid.renderpath)
{
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
+ if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_bloomstate.texture_screen));
+ if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_bloomstate.texture_bloom ));
+ if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps ));
+ 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]);
+ if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
+ if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ 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]);
+ 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]);
+ 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]);
+ 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]);
+ if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
+ break;
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
+ if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_bloomstate.texture_screen));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_bloomstate.texture_bloom ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, R_GetTexture(r_texture_gammaramps ));CHECKCGERROR
+ 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
+ if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
+ if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
+ 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
+ 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
+ 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
+ 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
+ if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
+#endif
+ break;
+ default:
+ break;
}
- if (r_glsl_permutation->loc_Saturation >= 0)
- qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
break;
R_ResetViewRendering2D();
R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
if(v_glslgamma.integer && !vid_gammatables_trivial)
{
if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
}
else
{
- r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
}
}
}
R_TimeReport("lightning");
}
- R_SetupGenericShader(true);
VM_CL_AddPolygonsToMeshQueue();
if (r_refdef.view.showdebug)
}
}
- R_SetupGenericShader(true);
R_MeshQueue_RenderTransparent();
if (r_timereport_active)
R_TimeReport("drawtrans");
- R_SetupGenericShader(true);
-
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))
{
r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
R_TimeReport("modeldebug");
}
- R_SetupGenericShader(true);
-
if (cl.csqc_vidvars.drawworld)
{
R_Shadow_DrawCoronas();
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
}
return;
GL_CullFace(GL_NONE);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
prog = 0;
SV_VM_Begin();
GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_ColorPointer(color4f, 0, 0);
void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
{
- int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+ int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
char name[MAX_QPATH];
skinframe_t *skinframe;
unsigned char pixels[296*194];
t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
if (!(rsurface.ent_flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
- else if (rsurface.modeltexcoordlightmap2f == NULL)
+ else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
// pick a model lighting mode
if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
}
else
t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
+ if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
+ t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
// there is no tcmod
if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
if (t->currentskinframe->qpixels)
R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
+ t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
+ t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
+ t->nmaptexture = t->currentskinframe->nmap;
t->glosstexture = r_texture_black;
- t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
- t->backgroundglosstexture = r_texture_black;
+ t->glowtexture = t->currentskinframe->glow;
+ t->fogtexture = t->currentskinframe->fog;
+ if (t->backgroundnumskinframes)
+ {
+ t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
+ t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
+ t->backgroundglosstexture = r_texture_black;
+ t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
+ }
+ else
+ {
+ t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+ t->backgroundnmaptexture = r_texture_blanknormalmap;
+ t->backgroundglosstexture = r_texture_black;
+ t->backgroundglowtexture = NULL;
+ }
t->specularpower = r_shadow_glossexponent.value;
// TODO: store reference values for these in the texture?
t->specularscale = 0;
if (gl_lightmaps.integer)
{
t->basetexture = r_texture_grey128;
+ t->pantstexture = r_texture_black;
+ t->shirttexture = r_texture_black;
+ t->nmaptexture = r_texture_blanknormalmap;
+ t->glosstexture = r_texture_black;
+ t->glowtexture = NULL;
+ t->fogtexture = NULL;
t->backgroundbasetexture = NULL;
+ t->backgroundnmaptexture = r_texture_blanknormalmap;
+ t->backgroundglosstexture = r_texture_black;
+ t->backgroundglowtexture = NULL;
t->specularscale = 0;
t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
}
t->currentnumlayers = 0;
if (t->currentmaterialflags & MATERIALFLAG_WALL)
{
- int layerflags = 0;
int blendfunc1, blendfunc2;
qboolean depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
blendfunc2 = GL_ZERO;
}
depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
- if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
- layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// fullbright is not affected by r_refdef.lightmapintensity
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]);
- if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &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]);
- if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &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]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+ 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]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+ 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]);
}
else
{
// basic lit geometry
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]);
// add pants/shirt if needed
- if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &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]);
- if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &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]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+ 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]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+ 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]);
// now add ambient passes if needed
if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
{
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]);
- if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
- if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+ 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]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+ 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]);
}
}
- if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
+ if (t->glowtexture != NULL && !gl_lightmaps.integer)
+ 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]);
if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
{
// if this is opaque use alpha blend which will darken the earlier
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
+ 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]);
}
}
rsurface.inversematrix = identitymatrix;
rsurface.matrixscale = 1;
rsurface.inversematrixscale = 1;
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
rsurface.fograngerecip = r_refdef.fograngerecip;
rsurface.inversematrix = ent->inversematrix;
rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
- R_Mesh_Matrix(&rsurface.matrix);
+ R_EntityMatrix(&rsurface.matrix);
Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
rsurface.inversematrix = *inversematrix;
rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
- R_Mesh_Matrix(&rsurface.matrix);
+ R_EntityMatrix(&rsurface.matrix);
Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
{
#define MAXBATCHTRIANGLES 4096
int batchtriangles = 0;
- int batchelements[MAXBATCHTRIANGLES*3];
+ static int batchelements[MAXBATCHTRIANGLES*3];
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
}
}
-static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+static void RSurf_BindLightmapForSurface(const msurface_t *surface)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(surface->lightmaptexture ));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, R_GetTexture(surface->deluxemaptexture));CHECKCGERROR
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(surface->lightmaptexture ));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, R_GetTexture(surface->deluxemaptexture));
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ break;
+ }
+}
+
+static void RSurf_BindReflectionForSurface(const msurface_t *surface)
{
- int i, planeindex, vertexindex;
+ // pick the closest matching water plane and bind textures
+ int planeindex, vertexindex;
float d, bestd;
vec3_t vert;
const float *v;
r_waterstate_waterplane_t *p, *bestp;
+ bestd = 0;
+ bestp = NULL;
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ d = 0;
+ for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, v, vert);
+ d += fabs(PlaneDiff(vert, &p->plane));
+ }
+ if (bestd > d || !bestp)
+ {
+ bestd = d;
+ bestp = p;
+ }
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));CHECKCGERROR
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ }
+}
+
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+{
+ int i;
const msurface_t *surface;
if (r_waterstate.renderingscene)
return;
for (i = 0;i < texturenumsurfaces;i++)
{
surface = texturesurfacelist[i];
- if (lightmaptexunit >= 0)
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
- // pick the closest matching water plane
- bestd = 0;
- bestp = NULL;
- for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
- {
- d = 0;
- for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
- {
- Matrix4x4_Transform(&rsurface.matrix, v, vert);
- d += fabs(PlaneDiff(vert, &p->plane));
- }
- if (bestd > d || !bestp)
- {
- bestd = d;
- bestp = p;
- }
- }
- if (bestp)
- {
- if (refractiontexunit >= 0)
- R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
- if (reflectiontexunit >= 0)
- R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
- }
- else
- {
- if (refractiontexunit >= 0)
- R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
- if (reflectiontexunit >= 0)
- R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
- }
+ RSurf_BindLightmapForSurface(surface);
+ RSurf_BindReflectionForSurface(surface);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
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);
}
}
-static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int i;
int j;
int endvertex;
int numvertices;
int numtriangles;
- // TODO: lock all array ranges before render, rather than on each surface
if (texturenumsurfaces == 1)
{
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ RSurf_BindLightmapForSurface(surface);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
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);
}
else if (r_batchmode.integer == 2)
{
- #define MAXBATCHTRIANGLES 4096
+#define MAXBATCHTRIANGLES 4096
int batchtriangles = 0;
- int batchelements[MAXBATCHTRIANGLES*3];
+ static int batchelements[MAXBATCHTRIANGLES*3];
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ RSurf_BindLightmapForSurface(surface);
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ RSurf_BindLightmapForSurface(surface);
for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
break;
for (i = 0;i < texturenumsurfaces;i++)
{
surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ RSurf_BindLightmapForSurface(surface);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
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);
}
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
}
static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
- R_SetupDepthOrShadowShader();
+ R_SetupShader_DepthOrShadow();
// depth-only (masking)
GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw
}
else
{
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
}
extern rtexture_t *r_shadow_prepasslightingspeculartexture;
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
+ qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass;
+ qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass;
+
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
return;
- R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
- R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
- R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
- R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
- R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
- R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
- if (rsurface.texture->backgroundcurrentskinframe)
- {
- R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
- R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
- R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
- R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
- }
- if (rsurface.texture->colormapping)
- {
- R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
- R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
- }
- R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
- if (r_shadow_usingdeferredprepass)
- {
- R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture));
- R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture));
- }
if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
R_Mesh_ColorPointer(NULL, 0, 0);
else
R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass)
+ if (refract)
{
// render background
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
- if (r_glsl_permutation)
- {
- RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
- }
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
GL_LockArrays(0, 0);
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
R_Mesh_ColorPointer(NULL, 0, 0);
else
R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
- R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
- R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
}
- R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
- if (!r_glsl_permutation)
- return;
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
if (!prepass)
R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
- if (r_glsl_permutation->loc_Texture_Refraction >= 0)
+ if (refract)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
- if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
+ if (refract || reflect)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
else
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
}
else
{
- if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
+ if (refract || reflect)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
int texturesurfaceindex;
qboolean applycolor;
qboolean applyfog;
- rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
layercolor[3] = layer->color[3];
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
R_Mesh_ColorPointer(NULL, 0, 0);
- applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
switch (layer->type)
{
case TEXTURELAYERTYPE_LITTEXTURE:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
- m.tex[1] = R_GetTexture(layer->texture);
- m.texmatrix[1] = layer->texmatrix;
- m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ // single-pass lightmapped texture with 2x rgbscale
+ //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_TexMatrix(0, NULL);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexBind(1, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(1, &layer->texmatrix);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_TEXTURE:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ // singletexture unlit texture with transparency support
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexBind(1, 0);
+ R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
- memset(&m, 0, sizeof(m));
- m.texrgbscale[0] = layertexrgbscale;
+ // singletexture fogging
if (layer->texture)
{
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
}
- R_Mesh_TextureState(&m);
+ else
+ {
+ R_Mesh_TexBind(0, 0);
+ R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
+ }
+ R_Mesh_TexBind(1, 0);
+ R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
// generate a color array for the fog pass
R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
// OpenGL 1.1 - crusty old voodoo path
int texturesurfaceindex;
qboolean applyfog;
- rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(layer->depthmask && writedepth);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
R_Mesh_ColorPointer(NULL, 0, 0);
- applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
switch (layer->type)
{
case TEXTURELAYERTYPE_LITTEXTURE:
{
// two-pass lit texture with 2x rgbscale
// first the lightmap pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_TexMatrix(0, NULL);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else if (rsurface.uselightmaptexture)
GL_LockArrays(0, 0);
// then apply the texture to it
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
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);
}
else
{
// single pass vertex-lighting-only texture with 1x rgbscale and transparency support
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
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);
else
break;
case TEXTURELAYERTYPE_TEXTURE:
// singletexture unlit texture with transparency support
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
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);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
if (layer->texture)
{
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
}
else
- R_Mesh_ResetTextureState();
+ {
+ R_Mesh_TexBind(0, 0);
+ R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
+ }
// generate a color array for the fog pass
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
if(rsurface.texture && rsurface.texture->currentskinframe)
{
c[3] = 1;
}
- if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
+ if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
{
c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
switch (vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
switch (vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
int texturenumsurfaces, endsurface;
texture_t *texture;
const msurface_t *surface;
- const msurface_t *texturesurfacelist[1024];
+ const msurface_t *texturesurfacelist[256];
// if the model is static it doesn't matter what value we give for
// wantnormals and wanttangents, so this logic uses only rules applicable
switch (vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
}
}
+ if (r_transparentdepthmasking.integer)
+ {
+ qboolean setup = false;
+ for (i = 0;i < numsurfaces;i = j)
+ {
+ j = i + 1;
+ surface = rsurface.modelsurfaces + surfacelist[i];
+ texture = surface->texture;
+ rsurface.texture = R_GetCurrentTexture(texture);
+ rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
+ // scan ahead until we find a different texture
+ endsurface = min(i + 1024, numsurfaces);
+ texturenumsurfaces = 0;
+ texturesurfacelist[texturenumsurfaces++] = surface;
+ for (;j < endsurface;j++)
+ {
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
+ break;
+ texturesurfacelist[texturenumsurfaces++] = surface;
+ }
+ if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
+ continue;
+ // render the range of surfaces as depth
+ if (!setup)
+ {
+ setup = true;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupShader_DepthOrShadow();
+ }
+ RSurf_SetupDepthAndCulling();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ if (setup)
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ }
+
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
GL_AlphaTest(false);
}
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+{
+ // transparent surfaces get pushed off into the transparent queue
+ int surfacelistindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+ {
+ surface = texturesurfacelist[surfacelistindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ if (queueentity->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+ }
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ }
+}
+
static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
const entity_render_t *queueentity = r_refdef.scene.worldentity;
}
else if (prepass)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
- return;
if (!rsurface.texture->currentnumlayers)
return;
- R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ else
+ R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
- else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
+ else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
{
RSurf_SetupDepthAndCulling();
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthTest(writedepth);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
- else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
+ else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
{
RSurf_SetupDepthAndCulling();
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
return;
else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
{
- // transparent surfaces get pushed off into the transparent queue
- int surfacelistindex;
- const msurface_t *surface;
- vec3_t tempcenter, center;
- for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
- {
- surface = texturesurfacelist[surfacelistindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ // in the deferred case, transparent surfaces were queued during prepass
+ if (!r_shadow_usingdeferredprepass)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
}
else
{
}
else if (prepass)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
- return;
if (!rsurface.texture->currentnumlayers)
return;
- R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ else
+ R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
{
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
return;
else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
{
- // transparent surfaces get pushed off into the transparent queue
- int surfacelistindex;
- const msurface_t *surface;
- vec3_t tempcenter, center;
- for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
- {
- surface = texturesurfacelist[surfacelistindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- if (queueentity->transparent_offset) // transparent offset
- {
- center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
- center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
- center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
- }
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ // in the deferred case, transparent surfaces were queued during prepass
+ if (!r_shadow_usingdeferredprepass)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
}
else
{
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
i = surfacelist[0];
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
float *c4f;
float *t2f;
const int *e;
- const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
+ const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
int numtris = 0;
numdecals = decalsystem->numdecals;
if (!decal->color4ub[0][3])
continue;
- if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
+ if (surfacevisible && !surfacevisible[decal->surfaceindex])
continue;
// update color values for fading decals
if (numtris > 0)
{
r_refdef.stats.drawndecals += numtris;
+
+ if (r_refdef.fogenabled)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
+ {
+ alpha = RSurf_FogVertex(v3f);
+ c4f[0] *= alpha;
+ c4f[1] *= alpha;
+ c4f[2] *= alpha;
+ }
+ break;
+ }
+ }
+
// now render the decals all at once
// (this assumes they all use one particle font texture!)
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);
R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
- R_SetupGenericShader(true);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
- //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
GL_LockArrays(0, numtris * 3);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
GL_LockArrays(0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(false);
}
// update lightmaps if needed
if (update)
+ {
+ int updated = 0;
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+ {
if (r_refdef.viewcache.world_surfacevisible[j])
+ {
if (update[j])
+ {
+ updated++;
R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
+ }
+ }
+ }
+ if (updated)
+ {
+ int count = model->brushq3.num_mergedlightmaps;
+ for (i = 0;i < count;i++)
+ {
+ if (model->brushq3.data_deluxemaps[i])
+ R_FlushTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FlushTexture(model->brushq3.data_lightmaps[i]);
+ }
+ }
+ }
// don't do anything if there were no surfaces
if (!numsurfacelist)
{
switch (vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
return;
}
// update lightmaps if needed
+ if (update)
+ {
+ int updated = 0;
+ for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+ {
+ if (update[j])
+ {
+ updated++;
+ R_BuildLightMap(ent, surfaces + j);
+ }
+ }
+ if (updated)
+ {
+ int count = model->brushq3.num_mergedlightmaps;
+ for (i = 0;i < count;i++)
+ {
+ if (model->brushq3.data_deluxemaps[i])
+ R_FlushTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FlushTexture(model->brushq3.data_lightmaps[i]);
+ }
+ }
+ }
if (update)
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
if (update[j])
rsurface.uselightmaptexture = false;
R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
}
+
+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)
+{
+ static msurface_t surface;
+ const msurface_t *surfacelist = &surface;
+
+ // fake enough texture and surface state to render this geometry
+
+ surface.texture = texture;
+ surface.num_triangles = numtriangles;
+ surface.num_firsttriangle = firsttriangle;
+ surface.num_vertices = numvertices;
+ surface.num_firstvertex = firstvertex;
+
+ // now render it
+ rsurface.texture = R_GetCurrentTexture(surface.texture);
+ rsurface.uselightmaptexture = false;
+ R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
+}