2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 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);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// 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"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#ifdef MODE_LIGHTSOURCE\n"
844 "varying vec3 LightVector;\n"
846 "#if defined(MODE_LIGHTDIRECTION)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// 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"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2DRect Texture_ScreenDepth;\n"
926 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
930 "uniform sampler2DRect Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1125 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1126 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1127 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1189 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1190 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1191 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1318 " // calculate viewspace pixel position\n"
1320 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1321 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1322 " // decode viewspace pixel normal\n"
1323 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1324 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1325 " // surfacenormal = pixel normal in viewspace\n"
1326 " // LightVector = pixel to light in viewspace\n"
1327 " // CubeVector = position in lightspace\n"
1328 " // eyevector = pixel to view in viewspace\n"
1329 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1330 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1331 "#ifdef USEDIFFUSE\n"
1332 " // calculate diffuse shading\n"
1333 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1334 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1336 "#ifdef USESPECULAR\n"
1337 " // calculate directional shading\n"
1338 " vec3 eyevector = position * -1.0;\n"
1339 "# ifdef USEEXACTSPECULARMATH\n"
1340 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1342 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1347 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1348 " fade *= ShadowMapCompare(CubeVector);\n"
1351 "#ifdef USEDIFFUSE\n"
1352 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1354 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1356 "#ifdef USESPECULAR\n"
1357 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1359 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "# ifdef USECUBEFILTER\n"
1363 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1364 " gl_FragData[0] *= cubecolor;\n"
1365 " gl_FragData[1] *= cubecolor;\n"
1368 "#endif // FRAGMENT_SHADER\n"
1369 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1374 "#ifdef VERTEX_SHADER\n"
1375 "uniform mat4 TexMatrix;\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "uniform mat4 BackgroundTexMatrix;\n"
1379 "#ifdef MODE_LIGHTSOURCE\n"
1380 "uniform mat4 ModelToLight;\n"
1384 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1385 " gl_FrontColor = gl_Color;\n"
1387 " // copy the surface texcoord\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#ifdef USELIGHTMAP\n"
1393 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1396 "#ifdef MODE_LIGHTSOURCE\n"
1397 " // transform vertex position into light attenuation/cubemap space\n"
1398 " // (-1 to +1 across the light box)\n"
1399 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1401 "# ifdef USEDIFFUSE\n"
1402 " // transform unnormalized light direction into tangent space\n"
1403 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1404 " // normalize it per pixel)\n"
1405 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1406 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1407 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1408 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1412 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1413 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1414 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1415 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1418 " // transform unnormalized eye direction into tangent space\n"
1419 "#ifdef USEEYEVECTOR\n"
1420 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1421 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1422 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1423 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1428 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1431 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1432 " VectorS = gl_MultiTexCoord1.xyz;\n"
1433 " VectorT = gl_MultiTexCoord2.xyz;\n"
1434 " VectorR = gl_MultiTexCoord3.xyz;\n"
1437 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#ifdef USEREFLECTION\n"
1441 " ModelViewProjectionPosition = gl_Position;\n"
1444 "#endif // VERTEX_SHADER\n"
1449 "#ifdef FRAGMENT_SHADER\n"
1450 "#ifdef USEDEFERREDLIGHTMAP\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1524 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1525 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1526 "#ifdef USESPECULAR\n"
1527 "#ifdef USEEXACTSPECULARMATH\n"
1528 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1530 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1531 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1533 " color.rgb += glosstex * (specular * Color_Specular);\n"
1535 " color.rgb *= LightColor;\n"
1536 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1537 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1538 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1540 "# ifdef USECUBEFILTER\n"
1541 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1543 "#endif // MODE_LIGHTSOURCE\n"
1548 "#ifdef MODE_LIGHTDIRECTION\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "#define lightcolor LightColor\n"
1552 "#endif // MODE_LIGHTDIRECTION\n"
1553 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1555 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1556 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1557 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1558 " // convert modelspace light vector to tangentspace\n"
1559 " myhalf3 lightnormal;\n"
1560 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1561 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1562 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1563 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1564 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1565 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1566 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1567 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1568 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1569 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1570 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1571 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1572 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1573 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1574 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1576 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1577 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1578 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1584 "#ifdef MODE_LIGHTMAP\n"
1585 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1586 "#endif // MODE_LIGHTMAP\n"
1587 "#ifdef MODE_VERTEXCOLOR\n"
1588 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1589 "#endif // MODE_VERTEXCOLOR\n"
1590 "#ifdef MODE_FLATCOLOR\n"
1591 " color.rgb = diffusetex * Color_Ambient;\n"
1592 "#endif // MODE_FLATCOLOR\n"
1598 "# ifdef USEDIFFUSE\n"
1599 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1600 "# ifdef USESPECULAR\n"
1601 "# ifdef USEEXACTSPECULARMATH\n"
1602 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1604 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1605 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1607 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1609 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1612 " color.rgb = diffusetex * Color_Ambient;\n"
1616 "#ifdef USEDEFERREDLIGHTMAP\n"
1617 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1618 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1622 "#ifdef USEVERTEXTEXTUREBLEND\n"
1623 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1625 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1630 "#ifdef MODE_LIGHTSOURCE\n"
1631 " color.rgb *= myhalf(FogVertex());\n"
1633 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1637 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1638 "#ifdef USEREFLECTION\n"
1639 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1640 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1641 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1642 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1643 " // FIXME temporary hack to detect the case that the reflection\n"
1644 " // gets blackened at edges due to leaving the area that contains actual\n"
1646 " // Remove this 'ack once we have a better way to stop this thing from\n"
1648 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1649 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1650 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1651 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1652 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1653 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1656 " gl_FragColor = vec4(color);\n"
1658 "#endif // FRAGMENT_SHADER\n"
1660 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1661 "#endif // !MODE_DEFERREDGEOMETRY\n"
1662 "#endif // !MODE_WATER\n"
1663 "#endif // !MODE_REFRACTION\n"
1664 "#endif // !MODE_BLOOMBLUR\n"
1665 "#endif // !MODE_GENERIC\n"
1666 "#endif // !MODE_POSTPROCESS\n"
1667 "#endif // !MODE_SHOWDEPTH\n"
1668 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1672 =========================================================================================================================================================
1676 =========================================================================================================================================================
1680 =========================================================================================================================================================
1684 =========================================================================================================================================================
1688 =========================================================================================================================================================
1692 =========================================================================================================================================================
1696 =========================================================================================================================================================
1699 const char *builtincgshaderstring =
1700 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1701 "// written by Forest 'LordHavoc' Hale\n"
1702 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1704 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1707 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1708 "#define USELIGHTMAP\n"
1710 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1711 "#define USEEYEVECTOR\n"
1714 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1715 "#ifdef VERTEX_SHADER\n"
1718 "float4 gl_Vertex : POSITION,\n"
1719 "uniform float4x4 ModelViewProjectionMatrix,\n"
1720 "out float4 gl_Position : POSITION\n"
1723 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1726 "#else // !MODE_DEPTH_ORSHADOW\n"
1731 "#ifdef MODE_SHOWDEPTH\n"
1732 "#ifdef VERTEX_SHADER\n"
1735 "float4 gl_Vertex : POSITION,\n"
1736 "uniform float4x4 ModelViewProjectionMatrix,\n"
1737 "out float4 gl_Position : POSITION,\n"
1738 "out float4 gl_FrontColor : COLOR0\n"
1741 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1742 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1746 "#ifdef FRAGMENT_SHADER\n"
1749 "float4 gl_FrontColor : COLOR0,\n"
1750 "out float4 gl_FragColor : COLOR\n"
1753 " gl_FragColor = gl_FrontColor;\n"
1756 "#else // !MODE_SHOWDEPTH\n"
1761 "#ifdef MODE_POSTPROCESS\n"
1763 "#ifdef VERTEX_SHADER\n"
1766 "float4 gl_Vertex : POSITION,\n"
1767 "uniform float4x4 ModelViewProjectionMatrix,\n"
1768 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1769 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float2 TexCoord1 : TEXCOORD0,\n"
1772 "out float2 TexCoord2 : TEXCOORD1\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1778 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1783 "#ifdef FRAGMENT_SHADER\n"
1786 "float2 TexCoord1 : TEXCOORD0,\n"
1787 "float2 TexCoord2 : TEXCOORD1,\n"
1788 "uniform sampler2D Texture_First,\n"
1790 "uniform sampler2D Texture_Second,\n"
1792 "#ifdef USEGAMMARAMPS\n"
1793 "uniform sampler2D Texture_GammaRamps,\n"
1795 "#ifdef USESATURATION\n"
1796 "uniform float Saturation,\n"
1798 "#ifdef USEVIEWTINT\n"
1799 "uniform float4 ViewTintColor,\n"
1801 "uniform float4 UserVec1,\n"
1802 "uniform float4 UserVec2,\n"
1803 "uniform float4 UserVec3,\n"
1804 "uniform float4 UserVec4,\n"
1805 "uniform float ClientTime,\n"
1806 "uniform float2 PixelSize,\n"
1807 "out float4 gl_FragColor : COLOR\n"
1810 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1812 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1814 "#ifdef USEVIEWTINT\n"
1815 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1818 "#ifdef USEPOSTPROCESSING\n"
1819 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1820 "// 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"
1821 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1822 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1823 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1824 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1825 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1826 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1829 "#ifdef USESATURATION\n"
1830 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1831 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1832 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1833 " gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
1836 "#ifdef USEGAMMARAMPS\n"
1837 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1838 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1839 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1843 "#else // !MODE_POSTPROCESS\n"
1848 "#ifdef MODE_GENERIC\n"
1849 "#ifdef VERTEX_SHADER\n"
1852 "float4 gl_Vertex : POSITION,\n"
1853 "uniform float4x4 ModelViewProjectionMatrix,\n"
1854 "float4 gl_Color : COLOR0,\n"
1855 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1856 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1857 "out float4 gl_Position : POSITION,\n"
1858 "out float4 gl_FrontColor : COLOR,\n"
1859 "out float2 TexCoord1 : TEXCOORD0,\n"
1860 "out float2 TexCoord2 : TEXCOORD1\n"
1863 " gl_FrontColor = gl_Color;\n"
1864 "#ifdef USEDIFFUSE\n"
1865 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1867 "#ifdef USESPECULAR\n"
1868 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1870 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1874 "#ifdef FRAGMENT_SHADER\n"
1878 "float4 gl_FrontColor : COLOR,\n"
1879 "float2 TexCoord1 : TEXCOORD0,\n"
1880 "float2 TexCoord2 : TEXCOORD1,\n"
1881 "#ifdef USEDIFFUSE\n"
1882 "uniform sampler2D Texture_First,\n"
1884 "#ifdef USESPECULAR\n"
1885 "uniform sampler2D Texture_Second,\n"
1887 "out float4 gl_FragColor : COLOR\n"
1890 " gl_FragColor = gl_FrontColor;\n"
1891 "#ifdef USEDIFFUSE\n"
1892 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1895 "#ifdef USESPECULAR\n"
1896 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1897 "# ifdef USECOLORMAPPING\n"
1898 " gl_FragColor *= tex2;\n"
1901 " gl_FragColor += tex2;\n"
1903 "# ifdef USEVERTEXTEXTUREBLEND\n"
1904 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
1909 "#else // !MODE_GENERIC\n"
1914 "#ifdef MODE_BLOOMBLUR\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix,\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "out float4 gl_Position : POSITION,\n"
1922 "out float2 TexCoord : TEXCOORD0\n"
1925 " TexCoord = gl_MultiTexCoord0.xy;\n"
1926 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 "#ifdef FRAGMENT_SHADER\n"
1934 "float2 TexCoord : TEXCOORD0,\n"
1935 "uniform sampler2D Texture_First,\n"
1936 "uniform float4 BloomBlur_Parameters,\n"
1937 "out float4 gl_FragColor : COLOR\n"
1941 " float2 tc = TexCoord;\n"
1942 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1943 " tc += BloomBlur_Parameters.xy;\n"
1944 " for (i = 1;i < SAMPLES;i++)\n"
1946 " color += tex2D(Texture_First, tc).rgb;\n"
1947 " tc += BloomBlur_Parameters.xy;\n"
1949 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1952 "#else // !MODE_BLOOMBLUR\n"
1953 "#ifdef MODE_REFRACTION\n"
1954 "#ifdef VERTEX_SHADER\n"
1957 "float4 gl_Vertex : POSITION,\n"
1958 "uniform float4x4 ModelViewProjectionMatrix,\n"
1959 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1960 "uniform mat4 TexMatrix,\n"
1961 "uniform float3 EyePosition,\n"
1962 "out float4 gl_Position : POSITION,\n"
1963 "out float2 TexCoord : TEXCOORD0,\n"
1964 "out float3 EyeVector : TEXCOORD1,\n"
1965 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1968 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1969 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1970 " ModelViewProjectionPosition = gl_Position;\n"
1974 "#ifdef FRAGMENT_SHADER\n"
1977 "float2 TexCoord : TEXCOORD0,\n"
1978 "float3 EyeVector : TEXCOORD1,\n"
1979 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1980 "uniform sampler2D Texture_Normal,\n"
1981 "uniform sampler2D Texture_Refraction,\n"
1982 "uniform sampler2D Texture_Reflection,\n"
1983 "uniform float4 DistortScaleRefractReflect,\n"
1984 "uniform float4 ScreenScaleRefractReflect,\n"
1985 "uniform float4 ScreenCenterRefractReflect,\n"
1986 "uniform float4 RefractColor,\n"
1987 "out float4 gl_FragColor : COLOR\n"
1990 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1991 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1992 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1993 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1994 " // FIXME temporary hack to detect the case that the reflection\n"
1995 " // gets blackened at edges due to leaving the area that contains actual\n"
1997 " // Remove this 'ack once we have a better way to stop this thing from\n"
1999 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2000 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2001 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2002 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2003 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2004 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2007 "#else // !MODE_REFRACTION\n"
2012 "#ifdef MODE_WATER\n"
2013 "#ifdef VERTEX_SHADER\n"
2017 "float4 gl_Vertex : POSITION,\n"
2018 "uniform float4x4 ModelViewProjectionMatrix,\n"
2019 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2020 "uniform mat4 TexMatrix,\n"
2021 "uniform float3 EyePosition,\n"
2022 "out float4 gl_Position : POSITION,\n"
2023 "out float2 TexCoord : TEXCOORD0,\n"
2024 "out float3 EyeVector : TEXCOORD1,\n"
2025 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2028 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2029 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2030 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2031 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2032 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2033 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2034 " ModelViewProjectionPosition = gl_Position;\n"
2038 "#ifdef FRAGMENT_SHADER\n"
2041 "float2 TexCoord : TEXCOORD0,\n"
2042 "float3 EyeVector : TEXCOORD1,\n"
2043 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2044 "uniform sampler2D Texture_Normal,\n"
2045 "uniform sampler2D Texture_Refraction,\n"
2046 "uniform sampler2D Texture_Reflection,\n"
2047 "uniform float4 DistortScaleRefractReflect,\n"
2048 "uniform float4 ScreenScaleRefractReflect,\n"
2049 "uniform float4 ScreenCenterRefractReflect,\n"
2050 "uniform float4 RefractColor,\n"
2051 "uniform float4 ReflectColor,\n"
2052 "uniform float ReflectFactor,\n"
2053 "uniform float ReflectOffset,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2059 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2060 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2061 " // FIXME temporary hack to detect the case that the reflection\n"
2062 " // gets blackened at edges due to leaving the area that contains actual\n"
2064 " // Remove this 'ack once we have a better way to stop this thing from\n"
2066 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2071 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2072 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2073 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2075 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2076 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2077 " gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2080 "#else // !MODE_WATER\n"
2085 "// 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"
2087 "// fragment shader specific:\n"
2088 "#ifdef FRAGMENT_SHADER\n"
2091 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2094 "#ifdef USEFOGOUTSIDE\n"
2095 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2097 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2099 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2103 "#ifdef USEOFFSETMAPPING\n"
2104 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2107 " // 14 sample relief mapping: linear search and then binary search\n"
2108 " // this basically steps forward a small amount repeatedly until it finds\n"
2109 " // itself inside solid, then jitters forward and back using decreasing\n"
2110 " // amounts to find the impact\n"
2111 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2112 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2113 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2114 " float3 RT = float3(TexCoord, 1);\n"
2115 " OffsetVector *= 0.1;\n"
2116 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2117 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2118 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2119 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2120 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2121 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2122 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2126 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2127 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2128 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2129 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2133 " // this basically moves forward the full distance, and then backs up based\n"
2134 " // on height of samples\n"
2135 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2136 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2137 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2138 " TexCoord += OffsetVector;\n"
2139 " OffsetVector *= 0.333;\n"
2140 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2141 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2142 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2143 " return TexCoord;\n"
2146 "#endif // USEOFFSETMAPPING\n"
2148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2149 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2150 "# ifndef USESHADOWMAPVSDCT\n"
2151 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2153 " float3 adir = abs(dir);\n"
2157 " if (adir.x > adir.y)\n"
2159 " if (adir.x > adir.z) // X\n"
2163 " offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2169 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2174 " if (adir.y > adir.z) // Y\n"
2178 " offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2184 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2188 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2189 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2190 " stc.z += ShadowMap_Parameters.z;\n"
2194 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2196 " float3 adir = abs(dir);\n"
2197 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2198 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2199 " float3 stc = float3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2200 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2201 " stc.z += ShadowMap_Parameters.z;\n"
2205 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2207 "#ifdef USESHADOWMAPCUBE\n"
2208 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2210 " float3 adir = abs(dir);\n"
2211 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2215 "# ifdef USESHADOWMAPRECT\n"
2216 "#ifdef USESHADOWMAPVSDCT\n"
2217 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2222 "#ifdef USESHADOWMAPVSDCT\n"
2223 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2228 "# ifdef USESHADOWSAMPLER\n"
2230 "# ifdef USESHADOWMAPPCF\n"
2231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2232 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2239 "# ifdef USESHADOWMAPPCF\n"
2240 "# if USESHADOWMAPPCF > 1\n"
2241 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2242 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2243 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2244 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2245 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2246 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2247 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2250 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2251 " float2 offset = fract(shadowmaptc.xy);\n"
2252 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2253 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2254 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2255 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2256 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2259 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2267 "# ifdef USESHADOWMAP2D\n"
2268 "#ifdef USESHADOWMAPVSDCT\n"
2269 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2271 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2277 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2281 "# ifdef USESHADOWSAMPLER\n"
2282 "# ifdef USESHADOWMAPPCF\n"
2283 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2284 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2285 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2287 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2290 "# ifdef USESHADOWMAPPCF\n"
2291 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2292 "# ifdef GL_ARB_texture_gather\n"
2293 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2295 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2297 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2298 " center *= ShadowMap_TextureScale;\n"
2299 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2300 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2301 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2302 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2303 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2304 " mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2307 "# ifdef GL_EXT_gpu_shader4\n"
2308 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
2310 "# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2314 " center *= ShadowMap_TextureScale;\n"
2315 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2316 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2317 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2318 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2319 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2320 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
2323 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2325 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2326 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2327 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2338 "# ifdef USESHADOWMAPCUBE\n"
2339 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2341 " // apply depth texture cubemap as light filter\n"
2342 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2345 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2347 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2352 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2353 "#endif // FRAGMENT_SHADER\n"
2358 "#ifdef MODE_DEFERREDGEOMETRY\n"
2359 "#ifdef VERTEX_SHADER\n"
2362 "float4 gl_Vertex : POSITION,\n"
2363 "uniform float4x4 ModelViewProjectionMatrix,\n"
2364 "#ifdef USEVERTEXTEXTUREBLEND\n"
2365 "float4 gl_Color : COLOR0,\n"
2367 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2368 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2369 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2370 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2371 "uniform mat4 TexMatrix,\n"
2372 "#ifdef USEVERTEXTEXTUREBLEND\n"
2373 "uniform mat4 BackgroundTexMatrix,\n"
2375 "uniform mat4 ModelViewMatrix,\n"
2376 "out float4 gl_Position : POSITION,\n"
2377 "out float4 gl_FrontColor : COLOR,\n"
2378 "out float4 TexCoordBoth : TEXCOORD0,\n"
2379 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2380 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2381 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2384 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2385 "#ifdef USEVERTEXTEXTUREBLEND\n"
2386 " gl_FrontColor = gl_Color;\n"
2387 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2390 " // transform unnormalized eye direction into tangent space\n"
2391 "#ifdef USEOFFSETMAPPING\n"
2392 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2393 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2394 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2395 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2398 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2399 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2400 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2401 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2403 "#endif // VERTEX_SHADER\n"
2405 "#ifdef FRAGMENT_SHADER\n"
2408 "float4 TexCoordBoth : TEXCOORD0,\n"
2409 "float3 EyeVector : TEXCOORD2,\n"
2410 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2411 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2412 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2413 "uniform sampler2D Texture_Normal,\n"
2414 "#ifdef USEALPHAKILL\n"
2415 "uniform sampler2D Texture_Color,\n"
2417 "#ifdef USEVERTEXTEXTUREBLEND\n"
2418 "uniform sampler2D Texture_SecondaryNormal,\n"
2420 "#ifdef USEOFFSETMAPPING\n"
2421 "uniform float OffsetMapping_Scale,\n"
2423 "uniform half SpecularPower,\n"
2424 "out float4 gl_FragColor : COLOR\n"
2427 " float2 TexCoord = TexCoordBoth.xy;\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 " // apply offsetmapping\n"
2430 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2431 "#define TexCoord TexCoordOffset\n"
2434 "#ifdef USEALPHAKILL\n"
2435 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2441 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2442 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2443 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2446 "#ifdef USEVERTEXTEXTUREBLEND\n"
2447 " float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2449 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2452 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2454 "#endif // FRAGMENT_SHADER\n"
2455 "#else // !MODE_DEFERREDGEOMETRY\n"
2460 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2461 "#ifdef VERTEX_SHADER\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix,\n"
2466 "uniform mat4 ModelViewMatrix,\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "out float4 ModelViewPosition : TEXCOORD0\n"
2471 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2472 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2474 "#endif // VERTEX_SHADER\n"
2476 "#ifdef FRAGMENT_SHADER\n"
2479 "float2 Pixel : WPOS,\n"
2480 "float4 ModelViewPosition : TEXCOORD0,\n"
2481 "uniform mat4 ViewToLight,\n"
2482 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2483 "uniform float3 LightPosition,\n"
2484 "uniform half3 DeferredColor_Ambient,\n"
2485 "uniform half3 DeferredColor_Diffuse,\n"
2486 "#ifdef USESPECULAR\n"
2487 "uniform half3 DeferredColor_Specular,\n"
2488 "uniform half SpecularPower,\n"
2490 "uniform sampler2D Texture_Attenuation,\n"
2491 "uniform samplerRECT Texture_ScreenDepth,\n"
2492 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2494 "#ifdef USESHADOWMAPRECT\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2498 "uniform samplerRECT Texture_ShadowMapRect,\n"
2502 "#ifdef USESHADOWMAP2D\n"
2503 "# ifdef USESHADOWSAMPLER\n"
2504 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2506 "uniform sampler2D Texture_ShadowMap2D,\n"
2510 "#ifdef USESHADOWMAPVSDCT\n"
2511 "uniform samplerCUBE Texture_CubeProjection,\n"
2514 "#ifdef USESHADOWMAPCUBE\n"
2515 "# ifdef USESHADOWSAMPLER\n"
2516 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2518 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2522 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2523 "uniform float2 ShadowMap_TextureScale,\n"
2524 "uniform float4 ShadowMap_Parameters,\n"
2527 "out float4 gl_FragData0 : COLOR0,\n"
2528 "out float4 gl_FragData1 : COLOR1\n"
2531 " // calculate viewspace pixel position\n"
2532 " float3 position;\n"
2533 " position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
2534 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2535 " // decode viewspace pixel normal\n"
2536 " half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
2537 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2538 " // surfacenormal = pixel normal in viewspace\n"
2539 " // LightVector = pixel to light in viewspace\n"
2540 " // CubeVector = position in lightspace\n"
2541 " // eyevector = pixel to view in viewspace\n"
2542 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2543 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2544 "#ifdef USEDIFFUSE\n"
2545 " // calculate diffuse shading\n"
2546 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2547 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2549 "#ifdef USESPECULAR\n"
2550 " // calculate directional shading\n"
2551 " float3 eyevector = position * -1.0;\n"
2552 "# ifdef USEEXACTSPECULARMATH\n"
2553 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2555 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2556 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2560 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2561 " fade *= ShadowMapCompare(CubeVector,\n"
2562 "# if defined(USESHADOWMAP2D)\n"
2563 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2565 "# if defined(USESHADOWMAPRECT)\n"
2566 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2568 "# if defined(USESHADOWMAPCUBE)\n"
2569 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2572 "#ifdef USESHADOWMAPVSDCT\n"
2573 ", Texture_CubeProjection\n"
2578 "#ifdef USEDIFFUSE\n"
2579 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2581 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2583 "#ifdef USESPECULAR\n"
2584 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2586 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2589 "# ifdef USECUBEFILTER\n"
2590 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2591 " gl_FragData0.rgb *= cubecolor;\n"
2592 " gl_FragData1.rgb *= cubecolor;\n"
2595 "#endif // FRAGMENT_SHADER\n"
2596 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2601 "#ifdef VERTEX_SHADER\n"
2604 "float4 gl_Vertex : POSITION,\n"
2605 "uniform float4x4 ModelViewProjectionMatrix,\n"
2606 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2607 "float4 gl_Color : COLOR0,\n"
2609 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2610 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2611 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2612 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2613 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2615 "uniform float3 EyePosition,\n"
2616 "uniform mat4 TexMatrix,\n"
2617 "#ifdef USEVERTEXTEXTUREBLEND\n"
2618 "uniform mat4 BackgroundTexMatrix,\n"
2620 "#ifdef MODE_LIGHTSOURCE\n"
2621 "uniform mat4 ModelToLight,\n"
2623 "#ifdef MODE_LIGHTSOURCE\n"
2624 "uniform float3 LightPosition,\n"
2626 "#ifdef MODE_LIGHTDIRECTION\n"
2627 "uniform float3 LightDir,\n"
2629 "uniform float4 FogPlane,\n"
2630 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2631 "uniform float3 LightPosition,\n"
2634 "out float4 gl_FrontColor : COLOR,\n"
2635 "out float4 TexCoordBoth : TEXCOORD0,\n"
2636 "#ifdef USELIGHTMAP\n"
2637 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2639 "#ifdef USEEYEVECTOR\n"
2640 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#ifdef USEREFLECTION\n"
2643 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2646 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2648 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2649 "out float3 LightVector : TEXCOORD5,\n"
2651 "#ifdef MODE_LIGHTSOURCE\n"
2652 "out float3 CubeVector : TEXCOORD3,\n"
2654 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2655 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2656 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2657 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2659 "out float4 gl_Position : POSITION\n"
2662 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2663 " gl_FrontColor = gl_Color;\n"
2665 " // copy the surface texcoord\n"
2666 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2667 "#ifdef USEVERTEXTEXTUREBLEND\n"
2668 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2670 "#ifdef USELIGHTMAP\n"
2671 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 " // transform vertex position into light attenuation/cubemap space\n"
2676 " // (-1 to +1 across the light box)\n"
2677 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2679 "# ifdef USEDIFFUSE\n"
2680 " // transform unnormalized light direction into tangent space\n"
2681 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2682 " // normalize it per pixel)\n"
2683 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2684 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2685 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2686 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2690 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2691 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2692 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2693 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2696 " // transform unnormalized eye direction into tangent space\n"
2697 "#ifdef USEEYEVECTOR\n"
2698 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2699 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2700 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2701 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2705 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2706 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2709 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2710 " VectorS = gl_MultiTexCoord1.xyz;\n"
2711 " VectorT = gl_MultiTexCoord2.xyz;\n"
2712 " VectorR = gl_MultiTexCoord3.xyz;\n"
2715 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2716 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2718 "#ifdef USEREFLECTION\n"
2719 " ModelViewProjectionPosition = gl_Position;\n"
2722 "#endif // VERTEX_SHADER\n"
2727 "#ifdef FRAGMENT_SHADER\n"
2730 "#ifdef USEDEFERREDLIGHTMAP\n"
2731 "float2 Pixel : WPOS,\n"
2733 "float4 gl_FrontColor : COLOR,\n"
2734 "float4 TexCoordBoth : TEXCOORD0,\n"
2735 "#ifdef USELIGHTMAP\n"
2736 "float2 TexCoordLightmap : TEXCOORD1,\n"
2738 "#ifdef USEEYEVECTOR\n"
2739 "float3 EyeVector : TEXCOORD2,\n"
2741 "#ifdef USEREFLECTION\n"
2742 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2745 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2747 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2748 "float3 LightVector : TEXCOORD5,\n"
2750 "#ifdef MODE_LIGHTSOURCE\n"
2751 "float3 CubeVector : TEXCOORD3,\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "float4 ModelViewPosition : TEXCOORD0,\n"
2756 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2757 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2758 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2759 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2762 "uniform sampler2D Texture_Normal,\n"
2763 "uniform sampler2D Texture_Color,\n"
2764 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2765 "uniform sampler2D Texture_Gloss,\n"
2768 "uniform sampler2D Texture_Glow,\n"
2770 "#ifdef USEVERTEXTEXTUREBLEND\n"
2771 "uniform sampler2D Texture_SecondaryNormal,\n"
2772 "uniform sampler2D Texture_SecondaryColor,\n"
2773 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2774 "uniform sampler2D Texture_SecondaryGloss,\n"
2777 "uniform sampler2D Texture_SecondaryGlow,\n"
2780 "#ifdef USECOLORMAPPING\n"
2781 "uniform sampler2D Texture_Pants,\n"
2782 "uniform sampler2D Texture_Shirt,\n"
2785 "uniform sampler2D Texture_FogMask,\n"
2787 "#ifdef USELIGHTMAP\n"
2788 "uniform sampler2D Texture_Lightmap,\n"
2790 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2791 "uniform sampler2D Texture_Deluxemap,\n"
2793 "#ifdef USEREFLECTION\n"
2794 "uniform sampler2D Texture_Reflection,\n"
2797 "//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2798 "uniform samplerRECT Texture_ScreenDepth,\n"
2799 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2801 "#ifdef USEDEFERREDLIGHTMAP\n"
2802 "uniform samplerRECT Texture_ScreenDiffuse,\n"
2803 "uniform samplerRECT Texture_ScreenSpecular,\n"
2806 "#ifdef USECOLORMAPPING\n"
2807 "uniform half3 Color_Pants,\n"
2808 "uniform half3 Color_Shirt,\n"
2811 "uniform float3 FogColor,\n"
2812 "uniform float FogRangeRecip,\n"
2813 "uniform float FogPlaneViewDist,\n"
2814 "uniform float FogHeightFade,\n"
2817 "#ifdef USEOFFSETMAPPING\n"
2818 "uniform float OffsetMapping_Scale,\n"
2821 "#ifdef USEDEFERREDLIGHTMAP\n"
2822 "uniform half3 DeferredMod_Diffuse,\n"
2823 "uniform half3 DeferredMod_Specular,\n"
2825 "uniform half3 Color_Ambient,\n"
2826 "uniform half3 Color_Diffuse,\n"
2827 "uniform half3 Color_Specular,\n"
2828 "uniform half SpecularPower,\n"
2830 "uniform half3 Color_Glow,\n"
2832 "uniform half Alpha,\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform float4 DistortScaleRefractReflect,\n"
2835 "uniform float4 ScreenScaleRefractReflect,\n"
2836 "uniform float4 ScreenCenterRefractReflect,\n"
2837 "uniform half4 ReflectColor,\n"
2839 "#ifdef MODE_LIGHTDIRECTION\n"
2840 "uniform half3 LightColor,\n"
2842 "#ifdef MODE_LIGHTSOURCE\n"
2843 "uniform half3 LightColor,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2847 "uniform sampler2D Texture_Attenuation,\n"
2848 "uniform samplerCUBE Texture_Cube,\n"
2850 "#ifdef USESHADOWMAPRECT\n"
2851 "# ifdef USESHADOWSAMPLER\n"
2852 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2854 "uniform samplerRECT Texture_ShadowMapRect,\n"
2858 "#ifdef USESHADOWMAP2D\n"
2859 "# ifdef USESHADOWSAMPLER\n"
2860 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2862 "uniform sampler2D Texture_ShadowMap2D,\n"
2866 "#ifdef USESHADOWMAPVSDCT\n"
2867 "uniform samplerCUBE Texture_CubeProjection,\n"
2870 "#ifdef USESHADOWMAPCUBE\n"
2871 "# ifdef USESHADOWSAMPLER\n"
2872 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2874 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2878 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2879 "uniform float2 ShadowMap_TextureScale,\n"
2880 "uniform float4 ShadowMap_Parameters,\n"
2882 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2884 "out float4 gl_FragColor : COLOR\n"
2887 " float2 TexCoord = TexCoordBoth.xy;\n"
2888 "#ifdef USEVERTEXTEXTUREBLEND\n"
2889 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2891 "#ifdef USEOFFSETMAPPING\n"
2892 " // apply offsetmapping\n"
2893 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2894 "#define TexCoord TexCoordOffset\n"
2897 " // combine the diffuse textures (base, pants, shirt)\n"
2898 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2899 "#ifdef USEALPHAKILL\n"
2900 " if (color.a < 0.5)\n"
2903 " color.a *= Alpha;\n"
2904 "#ifdef USECOLORMAPPING\n"
2905 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2907 "#ifdef USEVERTEXTEXTUREBLEND\n"
2908 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2909 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2910 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2911 " color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2913 " //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
2916 " // get the surface normal\n"
2917 "#ifdef USEVERTEXTEXTUREBLEND\n"
2918 " half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2920 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2923 " // get the material colors\n"
2924 " half3 diffusetex = color.rgb;\n"
2925 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2926 "# ifdef USEVERTEXTEXTUREBLEND\n"
2927 " half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2929 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2936 "#ifdef MODE_LIGHTSOURCE\n"
2937 " // light source\n"
2938 " half3 lightnormal = half3(normalize(LightVector));\n"
2939 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2940 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2941 "#ifdef USESPECULAR\n"
2942 "#ifdef USEEXACTSPECULARMATH\n"
2943 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2945 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2946 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2948 " color.rgb += glosstex * (specular * Color_Specular);\n"
2950 " color.rgb *= LightColor;\n"
2951 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2952 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2953 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2954 "# if defined(USESHADOWMAP2D)\n"
2955 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2957 "# if defined(USESHADOWMAPRECT)\n"
2958 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2960 "# if defined(USESHADOWMAPCUBE)\n"
2961 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2964 "#ifdef USESHADOWMAPVSDCT\n"
2965 ", Texture_CubeProjection\n"
2970 "# ifdef USECUBEFILTER\n"
2971 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2973 "#endif // MODE_LIGHTSOURCE\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2980 " half3 lightnormal = half3(normalize(LightVector));\n"
2981 "#define lightcolor LightColor\n"
2982 "#endif // MODE_LIGHTDIRECTION\n"
2983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2985 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
2986 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
2987 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
2988 " // convert modelspace light vector to tangentspace\n"
2989 " half3 lightnormal;\n"
2990 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
2991 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
2992 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
2993 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
2994 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
2995 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
2996 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
2997 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
2998 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
2999 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3000 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3001 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3002 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3003 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3004 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3006 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3007 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3008 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3014 "#ifdef MODE_LIGHTMAP\n"
3015 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3016 "#endif // MODE_LIGHTMAP\n"
3017 "#ifdef MODE_VERTEXCOLOR\n"
3018 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3019 "#endif // MODE_VERTEXCOLOR\n"
3020 "#ifdef MODE_FLATCOLOR\n"
3021 " color.rgb = diffusetex * Color_Ambient;\n"
3022 "#endif // MODE_FLATCOLOR\n"
3028 "# ifdef USEDIFFUSE\n"
3029 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3030 "# ifdef USESPECULAR\n"
3031 "# ifdef USEEXACTSPECULARMATH\n"
3032 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3034 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3035 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3037 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3039 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3042 " color.rgb = diffusetex * Color_Ambient;\n"
3046 "#ifdef USEDEFERREDLIGHTMAP\n"
3047 " color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
3048 " color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
3049 " color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n"
3053 "#ifdef USEVERTEXTEXTUREBLEND\n"
3054 " color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3056 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3061 "#ifdef MODE_LIGHTSOURCE\n"
3062 " color.rgb *= half(FogVertex());\n"
3064 " color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3068 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3069 "#ifdef USEREFLECTION\n"
3070 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3071 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3072 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3073 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3074 " // FIXME temporary hack to detect the case that the reflection\n"
3075 " // gets blackened at edges due to leaving the area that contains actual\n"
3077 " // Remove this 'ack once we have a better way to stop this thing from\n"
3079 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3080 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3081 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3083 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3084 " color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3087 " gl_FragColor = float4(color);\n"
3089 "#endif // FRAGMENT_SHADER\n"
3091 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3092 "#endif // !MODE_DEFERREDGEOMETRY\n"
3093 "#endif // !MODE_WATER\n"
3094 "#endif // !MODE_REFRACTION\n"
3095 "#endif // !MODE_BLOOMBLUR\n"
3096 "#endif // !MODE_GENERIC\n"
3097 "#endif // !MODE_POSTPROCESS\n"
3098 "#endif // !MODE_SHOWDEPTH\n"
3099 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3102 //=======================================================================================================================================================
3104 typedef struct shaderpermutationinfo_s
3106 const char *pretext;
3109 shaderpermutationinfo_t;
3111 typedef struct shadermodeinfo_s
3113 const char *vertexfilename;
3114 const char *geometryfilename;
3115 const char *fragmentfilename;
3116 const char *pretext;
3121 typedef enum shaderpermutation_e
3123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3130 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3131 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3132 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3133 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3134 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3135 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3136 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3137 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3138 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3139 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3140 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3141 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3142 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3143 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3144 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3145 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3146 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3147 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3148 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3149 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3150 SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
3152 shaderpermutation_t;
3154 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3155 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3157 {"#define USEDIFFUSE\n", " diffuse"},
3158 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3159 {"#define USEVIEWTINT\n", " viewtint"},
3160 {"#define USECOLORMAPPING\n", " colormapping"},
3161 {"#define USESATURATION\n", " saturation"},
3162 {"#define USEFOGINSIDE\n", " foginside"},
3163 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3164 {"#define USEGAMMARAMPS\n", " gammaramps"},
3165 {"#define USECUBEFILTER\n", " cubefilter"},
3166 {"#define USEGLOW\n", " glow"},
3167 {"#define USEBLOOM\n", " bloom"},
3168 {"#define USESPECULAR\n", " specular"},
3169 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3170 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3171 {"#define USEREFLECTION\n", " reflection"},
3172 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3173 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3174 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3175 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3176 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3177 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3178 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3179 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3180 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3181 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3182 {"#define USEALPHAKILL\n", " alphakill"},
3185 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3186 typedef enum shadermode_e
3188 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3189 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3190 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3191 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3192 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3193 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3194 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3195 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3196 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3197 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3198 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3199 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3200 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3201 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3202 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3207 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3208 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3210 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3211 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3212 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3213 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3214 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3215 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3216 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3217 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3218 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3219 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3220 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3221 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3222 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3223 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3224 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3228 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3230 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3231 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3232 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3233 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3234 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3235 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3236 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3237 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3238 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3239 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3240 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3241 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3242 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3243 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3244 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3248 struct r_glsl_permutation_s;
3249 typedef struct r_glsl_permutation_s
3251 /// hash lookup data
3252 struct r_glsl_permutation_s *hashnext;
3254 unsigned int permutation;
3256 /// indicates if we have tried compiling this permutation already
3258 /// 0 if compilation failed
3260 /// locations of detected uniforms in program object, or -1 if not found
3261 int loc_Texture_First;
3262 int loc_Texture_Second;
3263 int loc_Texture_GammaRamps;
3264 int loc_Texture_Normal;
3265 int loc_Texture_Color;
3266 int loc_Texture_Gloss;
3267 int loc_Texture_Glow;
3268 int loc_Texture_SecondaryNormal;
3269 int loc_Texture_SecondaryColor;
3270 int loc_Texture_SecondaryGloss;
3271 int loc_Texture_SecondaryGlow;
3272 int loc_Texture_Pants;
3273 int loc_Texture_Shirt;
3274 int loc_Texture_FogMask;
3275 int loc_Texture_Lightmap;
3276 int loc_Texture_Deluxemap;
3277 int loc_Texture_Attenuation;
3278 int loc_Texture_Cube;
3279 int loc_Texture_Refraction;
3280 int loc_Texture_Reflection;
3281 int loc_Texture_ShadowMapRect;
3282 int loc_Texture_ShadowMapCube;
3283 int loc_Texture_ShadowMap2D;
3284 int loc_Texture_CubeProjection;
3285 int loc_Texture_ScreenDepth;
3286 int loc_Texture_ScreenNormalMap;
3287 int loc_Texture_ScreenDiffuse;
3288 int loc_Texture_ScreenSpecular;
3290 int loc_BloomBlur_Parameters;
3292 int loc_Color_Ambient;
3293 int loc_Color_Diffuse;
3294 int loc_Color_Specular;
3296 int loc_Color_Pants;
3297 int loc_Color_Shirt;
3298 int loc_DeferredColor_Ambient;
3299 int loc_DeferredColor_Diffuse;
3300 int loc_DeferredColor_Specular;
3301 int loc_DeferredMod_Diffuse;
3302 int loc_DeferredMod_Specular;
3303 int loc_DistortScaleRefractReflect;
3304 int loc_EyePosition;
3306 int loc_FogHeightFade;
3308 int loc_FogPlaneViewDist;
3309 int loc_FogRangeRecip;
3312 int loc_LightPosition;
3313 int loc_OffsetMapping_Scale;
3315 int loc_ReflectColor;
3316 int loc_ReflectFactor;
3317 int loc_ReflectOffset;
3318 int loc_RefractColor;
3320 int loc_ScreenCenterRefractReflect;
3321 int loc_ScreenScaleRefractReflect;
3322 int loc_ScreenToDepth;
3323 int loc_ShadowMap_Parameters;
3324 int loc_ShadowMap_TextureScale;
3325 int loc_SpecularPower;
3330 int loc_ViewTintColor;
3331 int loc_ViewToLight;
3332 int loc_ModelToLight;
3334 int loc_BackgroundTexMatrix;
3335 int loc_ModelViewProjectionMatrix;
3336 int loc_ModelViewMatrix;
3338 r_glsl_permutation_t;
3340 #define SHADERPERMUTATION_HASHSIZE 256
3342 /// information about each possible shader permutation
3343 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3344 /// currently selected permutation
3345 r_glsl_permutation_t *r_glsl_permutation;
3346 /// storage for permutations linked in the hash table
3347 memexpandablearray_t r_glsl_permutationarray;
3349 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3351 //unsigned int hashdepth = 0;
3352 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3353 r_glsl_permutation_t *p;
3354 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3356 if (p->mode == mode && p->permutation == permutation)
3358 //if (hashdepth > 10)
3359 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3364 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3366 p->permutation = permutation;
3367 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3368 r_glsl_permutationhash[mode][hashindex] = p;
3369 //if (hashdepth > 10)
3370 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3374 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3377 if (!filename || !filename[0])
3379 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3382 if (printfromdisknotice)
3383 Con_DPrintf("from disk %s... ", filename);
3384 return shaderstring;
3386 else if (!strcmp(filename, "glsl/default.glsl"))
3388 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3389 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3391 return shaderstring;
3394 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3397 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3398 int vertstrings_count = 0;
3399 int geomstrings_count = 0;
3400 int fragstrings_count = 0;
3401 char *vertexstring, *geometrystring, *fragmentstring;
3402 const char *vertstrings_list[32+3];
3403 const char *geomstrings_list[32+3];
3404 const char *fragstrings_list[32+3];
3405 char permutationname[256];
3412 permutationname[0] = 0;
3413 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3414 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3415 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3417 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3419 // the first pretext is which type of shader to compile as
3420 // (later these will all be bound together as a program object)
3421 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3422 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3423 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3425 // the second pretext is the mode (for example a light source)
3426 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3427 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3428 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3429 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3431 // now add all the permutation pretexts
3432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3434 if (permutation & (1<<i))
3436 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3437 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3438 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3439 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3443 // keep line numbers correct
3444 vertstrings_list[vertstrings_count++] = "\n";
3445 geomstrings_list[geomstrings_count++] = "\n";
3446 fragstrings_list[fragstrings_count++] = "\n";
3450 // now append the shader text itself
3451 vertstrings_list[vertstrings_count++] = vertexstring;
3452 geomstrings_list[geomstrings_count++] = geometrystring;
3453 fragstrings_list[fragstrings_count++] = fragmentstring;
3455 // if any sources were NULL, clear the respective list
3457 vertstrings_count = 0;
3458 if (!geometrystring)
3459 geomstrings_count = 0;
3460 if (!fragmentstring)
3461 fragstrings_count = 0;
3463 // compile the shader program
3464 if (vertstrings_count + geomstrings_count + fragstrings_count)
3465 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3469 qglUseProgramObjectARB(p->program);CHECKGLERROR
3470 // look up all the uniform variable names we care about, so we don't
3471 // have to look them up every time we set them
3473 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3474 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3475 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3476 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3477 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3478 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3479 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3480 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3481 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3482 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3483 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3484 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3485 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3486 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3487 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3488 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3489 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3490 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3491 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3492 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3493 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3494 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3495 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3496 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3497 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3498 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3499 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3500 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3501 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3502 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3503 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3504 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3505 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3506 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3507 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3508 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3509 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3510 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3511 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3512 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3513 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3514 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3515 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3516 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3517 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3518 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3519 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3520 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3521 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3522 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3523 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3524 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3525 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3526 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3527 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3528 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3529 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3530 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3531 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3532 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3533 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3534 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3535 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3536 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3537 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3538 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3539 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3540 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3541 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3542 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3543 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3544 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3545 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3546 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3547 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3548 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3549 // initialize the samplers to refer to the texture units we use
3550 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3551 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3552 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3553 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3554 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3555 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3556 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3557 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3558 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3559 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3560 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3561 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3562 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3563 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3564 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3565 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3566 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3567 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3568 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3569 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3570 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3571 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3572 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3573 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3574 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3575 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3576 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3577 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3579 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3582 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3586 Mem_Free(vertexstring);
3588 Mem_Free(geometrystring);
3590 Mem_Free(fragmentstring);
3593 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3595 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3596 if (r_glsl_permutation != perm)
3598 r_glsl_permutation = perm;
3599 if (!r_glsl_permutation->program)
3601 if (!r_glsl_permutation->compiled)
3602 R_GLSL_CompilePermutation(perm, mode, permutation);
3603 if (!r_glsl_permutation->program)
3605 // remove features until we find a valid permutation
3607 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3609 // reduce i more quickly whenever it would not remove any bits
3610 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3611 if (!(permutation & j))
3614 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3615 if (!r_glsl_permutation->compiled)
3616 R_GLSL_CompilePermutation(perm, mode, permutation);
3617 if (r_glsl_permutation->program)
3620 if (i >= SHADERPERMUTATION_COUNT)
3622 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3623 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3624 qglUseProgramObjectARB(0);CHECKGLERROR
3625 return; // no bit left to clear, entire mode is broken
3630 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3632 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3633 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3637 #include <Cg/cgGL.h>
3638 struct r_cg_permutation_s;
3639 typedef struct r_cg_permutation_s
3641 /// hash lookup data
3642 struct r_cg_permutation_s *hashnext;
3644 unsigned int permutation;
3646 /// indicates if we have tried compiling this permutation already
3648 /// 0 if compilation failed
3651 /// locations of detected parameters in programs, or NULL if not found
3652 CGparameter vp_EyePosition;
3653 CGparameter vp_FogPlane;
3654 CGparameter vp_LightDir;
3655 CGparameter vp_LightPosition;
3656 CGparameter vp_ModelToLight;
3657 CGparameter vp_TexMatrix;
3658 CGparameter vp_BackgroundTexMatrix;
3659 CGparameter vp_ModelViewProjectionMatrix;
3660 CGparameter vp_ModelViewMatrix;
3662 CGparameter fp_Texture_First;
3663 CGparameter fp_Texture_Second;
3664 CGparameter fp_Texture_GammaRamps;
3665 CGparameter fp_Texture_Normal;
3666 CGparameter fp_Texture_Color;
3667 CGparameter fp_Texture_Gloss;
3668 CGparameter fp_Texture_Glow;
3669 CGparameter fp_Texture_SecondaryNormal;
3670 CGparameter fp_Texture_SecondaryColor;
3671 CGparameter fp_Texture_SecondaryGloss;
3672 CGparameter fp_Texture_SecondaryGlow;
3673 CGparameter fp_Texture_Pants;
3674 CGparameter fp_Texture_Shirt;
3675 CGparameter fp_Texture_FogMask;
3676 CGparameter fp_Texture_Lightmap;
3677 CGparameter fp_Texture_Deluxemap;
3678 CGparameter fp_Texture_Attenuation;
3679 CGparameter fp_Texture_Cube;
3680 CGparameter fp_Texture_Refraction;
3681 CGparameter fp_Texture_Reflection;
3682 CGparameter fp_Texture_ShadowMapRect;
3683 CGparameter fp_Texture_ShadowMapCube;
3684 CGparameter fp_Texture_ShadowMap2D;
3685 CGparameter fp_Texture_CubeProjection;
3686 CGparameter fp_Texture_ScreenDepth;
3687 CGparameter fp_Texture_ScreenNormalMap;
3688 CGparameter fp_Texture_ScreenDiffuse;
3689 CGparameter fp_Texture_ScreenSpecular;
3690 CGparameter fp_Alpha;
3691 CGparameter fp_BloomBlur_Parameters;
3692 CGparameter fp_ClientTime;
3693 CGparameter fp_Color_Ambient;
3694 CGparameter fp_Color_Diffuse;
3695 CGparameter fp_Color_Specular;
3696 CGparameter fp_Color_Glow;
3697 CGparameter fp_Color_Pants;
3698 CGparameter fp_Color_Shirt;
3699 CGparameter fp_DeferredColor_Ambient;
3700 CGparameter fp_DeferredColor_Diffuse;
3701 CGparameter fp_DeferredColor_Specular;
3702 CGparameter fp_DeferredMod_Diffuse;
3703 CGparameter fp_DeferredMod_Specular;
3704 CGparameter fp_DistortScaleRefractReflect;
3705 CGparameter fp_EyePosition;
3706 CGparameter fp_FogColor;
3707 CGparameter fp_FogHeightFade;
3708 CGparameter fp_FogPlane;
3709 CGparameter fp_FogPlaneViewDist;
3710 CGparameter fp_FogRangeRecip;
3711 CGparameter fp_LightColor;
3712 CGparameter fp_LightDir;
3713 CGparameter fp_LightPosition;
3714 CGparameter fp_OffsetMapping_Scale;
3715 CGparameter fp_PixelSize;
3716 CGparameter fp_ReflectColor;
3717 CGparameter fp_ReflectFactor;
3718 CGparameter fp_ReflectOffset;
3719 CGparameter fp_RefractColor;
3720 CGparameter fp_Saturation;
3721 CGparameter fp_ScreenCenterRefractReflect;
3722 CGparameter fp_ScreenScaleRefractReflect;
3723 CGparameter fp_ScreenToDepth;
3724 CGparameter fp_ShadowMap_Parameters;
3725 CGparameter fp_ShadowMap_TextureScale;
3726 CGparameter fp_SpecularPower;
3727 CGparameter fp_UserVec1;
3728 CGparameter fp_UserVec2;
3729 CGparameter fp_UserVec3;
3730 CGparameter fp_UserVec4;
3731 CGparameter fp_ViewTintColor;
3732 CGparameter fp_ViewToLight;
3736 /// information about each possible shader permutation
3737 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3738 /// currently selected permutation
3739 r_cg_permutation_t *r_cg_permutation;
3740 /// storage for permutations linked in the hash table
3741 memexpandablearray_t r_cg_permutationarray;
3743 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3745 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3747 //unsigned int hashdepth = 0;
3748 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3749 r_cg_permutation_t *p;
3750 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3752 if (p->mode == mode && p->permutation == permutation)
3754 //if (hashdepth > 10)
3755 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3760 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3762 p->permutation = permutation;
3763 p->hashnext = r_cg_permutationhash[mode][hashindex];
3764 r_cg_permutationhash[mode][hashindex] = p;
3765 //if (hashdepth > 10)
3766 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3770 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3773 if (!filename || !filename[0])
3775 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3778 if (printfromdisknotice)
3779 Con_DPrintf("from disk %s... ", filename);
3780 return shaderstring;
3782 else if (!strcmp(filename, "cg/default.cg"))
3784 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3785 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3787 return shaderstring;
3790 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3793 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3794 int vertstrings_count = 0, vertstring_length = 0;
3795 int geomstrings_count = 0, geomstring_length = 0;
3796 int fragstrings_count = 0, fragstring_length = 0;
3798 char *vertexstring, *geometrystring, *fragmentstring;
3799 char *vertstring, *geomstring, *fragstring;
3800 const char *vertstrings_list[32+3];
3801 const char *geomstrings_list[32+3];
3802 const char *fragstrings_list[32+3];
3803 char permutationname[256];
3804 CGprofile vertexProfile;
3805 CGprofile fragmentProfile;
3813 permutationname[0] = 0;
3814 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 vertstring_length = 0;
3865 for (i = 0;i < vertstrings_count;i++)
3866 vertstring_length += strlen(vertstrings_list[i]);
3867 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3868 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3869 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3871 geomstring_length = 0;
3872 for (i = 0;i < geomstrings_count;i++)
3873 geomstring_length += strlen(geomstrings_list[i]);
3874 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3875 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3876 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3878 fragstring_length = 0;
3879 for (i = 0;i < fragstrings_count;i++)
3880 fragstring_length += strlen(fragstrings_list[i]);
3881 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3882 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3883 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3887 //vertexProfile = CG_PROFILE_ARBVP1;
3888 //fragmentProfile = CG_PROFILE_ARBFP1;
3889 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3890 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3891 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3892 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3893 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3896 // compile the vertex program
3897 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
3900 cgCompileProgram(p->vprogram);CHECKCGERROR
3901 if (!cgIsProgramCompiled(p->vprogram))
3904 cgDestroyProgram(p->vprogram);CHECKCGERROR
3909 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3910 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3911 // look up all the uniform variable names we care about, so we don't
3912 // have to look them up every time we set them
3914 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3915 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3916 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3917 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3918 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3919 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3920 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3921 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3922 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3927 // compile the fragment program
3928 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
3930 cgCompileProgram(p->fprogram);CHECKCGERROR
3931 if (!cgIsProgramCompiled(p->fprogram))
3934 cgDestroyProgram(p->fprogram);CHECKCGERROR
3939 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3940 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3942 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3943 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3944 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3945 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3946 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3947 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3948 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3949 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3950 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3951 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3952 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3953 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3954 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3955 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3956 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3957 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3958 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3959 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3960 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3961 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3962 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3963 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3964 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3965 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3966 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3967 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3968 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3969 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3970 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3971 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3972 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3973 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
3974 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
3975 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
3976 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
3977 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
3978 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
3979 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
3980 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
3981 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
3982 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
3983 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
3984 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
3985 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
3986 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
3987 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
3988 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
3989 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
3990 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
3991 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
3992 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
3993 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
3994 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
3995 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
3996 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
3997 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
3998 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
3999 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4000 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4001 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4002 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4003 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4004 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4005 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4006 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4007 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4008 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4009 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4010 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4011 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4012 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4017 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4018 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4020 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4024 Mem_Free(vertstring);
4026 Mem_Free(geomstring);
4028 Mem_Free(fragstring);
4030 Mem_Free(vertexstring);
4032 Mem_Free(geometrystring);
4034 Mem_Free(fragmentstring);
4037 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4039 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4042 if (r_cg_permutation != perm)
4044 r_cg_permutation = perm;
4045 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4047 if (!r_cg_permutation->compiled)
4048 R_CG_CompilePermutation(perm, mode, permutation);
4049 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4051 // remove features until we find a valid permutation
4053 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4055 // reduce i more quickly whenever it would not remove any bits
4056 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4057 if (!(permutation & j))
4060 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4061 if (!r_cg_permutation->compiled)
4062 R_CG_CompilePermutation(perm, mode, permutation);
4063 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4066 if (i >= SHADERPERMUTATION_COUNT)
4068 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4069 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4070 return; // no bit left to clear, entire mode is broken
4076 if (r_cg_permutation->vprogram)
4078 //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4079 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4080 //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4084 //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4085 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4087 if (r_cg_permutation->fprogram)
4089 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4090 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4091 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4095 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4096 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4100 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4101 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4104 void CG_BindTexture(CGparameter param, int texnum)
4106 cgGLSetTextureParameter(param, texnum);
4107 cgGLEnableTextureParameter(param);
4111 void R_GLSL_Restart_f(void)
4113 unsigned int i, limit;
4114 switch(vid.renderpath)
4116 case RENDERPATH_GL20:
4118 r_glsl_permutation_t *p;
4119 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4120 for (i = 0;i < limit;i++)
4122 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4124 GL_Backend_FreeProgram(p->program);
4125 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4128 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4131 case RENDERPATH_CGGL:
4134 r_cg_permutation_t *p;
4135 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4136 for (i = 0;i < limit;i++)
4138 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4141 cgDestroyProgram(p->vprogram);
4143 cgDestroyProgram(p->fprogram);
4144 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4148 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4151 case RENDERPATH_GL13:
4152 case RENDERPATH_GL11:
4157 void R_GLSL_DumpShader_f(void)
4162 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4165 FS_Print(file, "/* The engine may define the following macros:\n");
4166 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4167 for (i = 0;i < SHADERMODE_COUNT;i++)
4168 FS_Print(file, glslshadermodeinfo[i].pretext);
4169 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4170 FS_Print(file, shaderpermutationinfo[i].pretext);
4171 FS_Print(file, "*/\n");
4172 FS_Print(file, builtinshaderstring);
4174 Con_Printf("glsl/default.glsl written\n");
4177 Con_Printf("failed to write to glsl/default.glsl\n");
4180 file = FS_OpenRealFile("cg/default.cg", "w", false);
4183 FS_Print(file, "/* The engine may define the following macros:\n");
4184 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4185 for (i = 0;i < SHADERMODE_COUNT;i++)
4186 FS_Print(file, cgshadermodeinfo[i].pretext);
4187 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4188 FS_Print(file, shaderpermutationinfo[i].pretext);
4189 FS_Print(file, "*/\n");
4190 FS_Print(file, builtincgshaderstring);
4192 Con_Printf("cg/default.cg written\n");
4195 Con_Printf("failed to write to cg/default.cg\n");
4199 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4202 texturemode = GL_MODULATE;
4203 switch (vid.renderpath)
4205 case RENDERPATH_GL20:
4206 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))));
4207 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4208 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4210 case RENDERPATH_CGGL:
4213 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))));
4214 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4215 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4218 case RENDERPATH_GL13:
4219 R_Mesh_TexBind(0, first );
4220 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4221 R_Mesh_TexBind(1, second);
4223 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4225 case RENDERPATH_GL11:
4226 R_Mesh_TexBind(0, first );
4231 void R_SetupShader_DepthOrShadow(void)
4233 switch (vid.renderpath)
4235 case RENDERPATH_GL20:
4236 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4238 case RENDERPATH_CGGL:
4240 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4243 case RENDERPATH_GL13:
4244 R_Mesh_TexBind(0, 0);
4245 R_Mesh_TexBind(1, 0);
4247 case RENDERPATH_GL11:
4248 R_Mesh_TexBind(0, 0);
4253 void R_SetupShader_ShowDepth(void)
4255 switch (vid.renderpath)
4257 case RENDERPATH_GL20:
4258 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4260 case RENDERPATH_CGGL:
4262 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4265 case RENDERPATH_GL13:
4267 case RENDERPATH_GL11:
4272 extern qboolean r_shadow_usingdeferredprepass;
4273 extern cvar_t r_shadow_deferred_8bitrange;
4274 extern rtexture_t *r_shadow_attenuationgradienttexture;
4275 extern rtexture_t *r_shadow_attenuation2dtexture;
4276 extern rtexture_t *r_shadow_attenuation3dtexture;
4277 extern qboolean r_shadow_usingshadowmaprect;
4278 extern qboolean r_shadow_usingshadowmapcube;
4279 extern qboolean r_shadow_usingshadowmap2d;
4280 extern float r_shadow_shadowmap_texturescale[2];
4281 extern float r_shadow_shadowmap_parameters[4];
4282 extern qboolean r_shadow_shadowmapvsdct;
4283 extern qboolean r_shadow_shadowmapsampler;
4284 extern int r_shadow_shadowmappcf;
4285 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4286 extern rtexture_t *r_shadow_shadowmap2dtexture;
4287 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4288 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4289 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4290 extern int r_shadow_prepass_width;
4291 extern int r_shadow_prepass_height;
4292 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4293 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4294 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4295 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4296 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4298 // select a permutation of the lighting shader appropriate to this
4299 // combination of texture, entity, light source, and fogging, only use the
4300 // minimum features necessary to avoid wasting rendering time in the
4301 // fragment shader on features that are not being used
4302 unsigned int permutation = 0;
4303 unsigned int mode = 0;
4305 if (rsurfacepass == RSURFPASS_BACKGROUND)
4307 // distorted background
4308 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4309 mode = SHADERMODE_WATER;
4311 mode = SHADERMODE_REFRACTION;
4312 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4313 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4314 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4315 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4316 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4317 R_Mesh_ColorPointer(NULL, 0, 0);
4318 GL_AlphaTest(false);
4319 GL_BlendFunc(GL_ONE, GL_ZERO);
4321 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4323 if (r_glsl_offsetmapping.integer)
4325 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4326 if (r_glsl_offsetmapping_reliefmapping.integer)
4327 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4329 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4330 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4331 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4332 permutation |= SHADERPERMUTATION_ALPHAKILL;
4333 // normalmap (deferred prepass), may use alpha test on diffuse
4334 mode = SHADERMODE_DEFERREDGEOMETRY;
4335 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4336 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4337 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4338 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4339 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4340 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4341 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4342 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4343 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4345 R_Mesh_ColorPointer(NULL, 0, 0);
4346 GL_AlphaTest(false);
4347 GL_BlendFunc(GL_ONE, GL_ZERO);
4349 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4351 if (r_glsl_offsetmapping.integer)
4353 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4354 if (r_glsl_offsetmapping_reliefmapping.integer)
4355 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4358 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4360 mode = SHADERMODE_LIGHTSOURCE;
4361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4363 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4364 permutation |= SHADERPERMUTATION_CUBEFILTER;
4365 if (diffusescale > 0)
4366 permutation |= SHADERPERMUTATION_DIFFUSE;
4367 if (specularscale > 0)
4369 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4370 if (r_shadow_glossexact.integer)
4371 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4373 if (r_refdef.fogenabled)
4374 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4375 if (rsurface.texture->colormapping)
4376 permutation |= SHADERPERMUTATION_COLORMAPPING;
4377 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4379 if (r_shadow_usingshadowmaprect)
4380 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4381 if (r_shadow_usingshadowmap2d)
4382 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4383 if (r_shadow_usingshadowmapcube)
4384 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4385 else if(r_shadow_shadowmapvsdct)
4386 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4388 if (r_shadow_shadowmapsampler)
4389 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4390 if (r_shadow_shadowmappcf > 1)
4391 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4392 else if (r_shadow_shadowmappcf)
4393 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4395 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4396 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4398 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4399 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4400 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4404 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4405 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4406 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4408 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4409 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4410 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4412 R_Mesh_ColorPointer(NULL, 0, 0);
4413 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4414 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4416 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4418 if (r_glsl_offsetmapping.integer)
4420 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4421 if (r_glsl_offsetmapping_reliefmapping.integer)
4422 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4424 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4425 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4426 // unshaded geometry (fullbright or ambient model lighting)
4427 mode = SHADERMODE_FLATCOLOR;
4428 ambientscale = diffusescale = specularscale = 0;
4429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4430 permutation |= SHADERPERMUTATION_GLOW;
4431 if (r_refdef.fogenabled)
4432 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4433 if (rsurface.texture->colormapping)
4434 permutation |= SHADERPERMUTATION_COLORMAPPING;
4435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4436 permutation |= SHADERPERMUTATION_REFLECTION;
4437 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4438 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4440 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4441 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4442 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4447 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4448 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4450 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4451 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4452 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4454 R_Mesh_ColorPointer(NULL, 0, 0);
4455 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4456 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4458 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4460 if (r_glsl_offsetmapping.integer)
4462 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4463 if (r_glsl_offsetmapping_reliefmapping.integer)
4464 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4466 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4467 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4468 // directional model lighting
4469 mode = SHADERMODE_LIGHTDIRECTION;
4470 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4471 permutation |= SHADERPERMUTATION_GLOW;
4472 permutation |= SHADERPERMUTATION_DIFFUSE;
4473 if (specularscale > 0)
4475 permutation |= SHADERPERMUTATION_SPECULAR;
4476 if (r_shadow_glossexact.integer)
4477 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4479 if (r_refdef.fogenabled)
4480 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4481 if (rsurface.texture->colormapping)
4482 permutation |= SHADERPERMUTATION_COLORMAPPING;
4483 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4484 permutation |= SHADERPERMUTATION_REFLECTION;
4485 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4486 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4487 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4488 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4490 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4491 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4492 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4496 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4497 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4498 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4500 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4501 R_Mesh_ColorPointer(NULL, 0, 0);
4502 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4503 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4505 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4507 if (r_glsl_offsetmapping.integer)
4509 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4510 if (r_glsl_offsetmapping_reliefmapping.integer)
4511 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4513 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4514 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4515 // ambient model lighting
4516 mode = SHADERMODE_LIGHTDIRECTION;
4517 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4518 permutation |= SHADERPERMUTATION_GLOW;
4519 if (r_refdef.fogenabled)
4520 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4521 if (rsurface.texture->colormapping)
4522 permutation |= SHADERPERMUTATION_COLORMAPPING;
4523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4524 permutation |= SHADERPERMUTATION_REFLECTION;
4525 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4526 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4527 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4528 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4530 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4531 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4532 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4536 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4537 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4538 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4540 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4541 R_Mesh_ColorPointer(NULL, 0, 0);
4542 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4543 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4547 if (r_glsl_offsetmapping.integer)
4549 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4550 if (r_glsl_offsetmapping_reliefmapping.integer)
4551 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4553 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4554 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4556 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4557 permutation |= SHADERPERMUTATION_GLOW;
4558 if (r_refdef.fogenabled)
4559 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4560 if (rsurface.texture->colormapping)
4561 permutation |= SHADERPERMUTATION_COLORMAPPING;
4562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4563 permutation |= SHADERPERMUTATION_REFLECTION;
4564 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4565 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4566 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4568 // deluxemapping (light direction texture)
4569 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4570 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4572 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4573 permutation |= SHADERPERMUTATION_DIFFUSE;
4574 if (specularscale > 0)
4576 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4577 if (r_shadow_glossexact.integer)
4578 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4580 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4581 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4582 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4584 R_Mesh_ColorPointer(NULL, 0, 0);
4586 else if (r_glsl_deluxemapping.integer >= 2)
4588 // fake deluxemapping (uniform light direction in tangentspace)
4589 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4590 permutation |= SHADERPERMUTATION_DIFFUSE;
4591 if (specularscale > 0)
4593 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4594 if (r_shadow_glossexact.integer)
4595 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4597 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4598 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4599 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4601 R_Mesh_ColorPointer(NULL, 0, 0);
4603 else if (rsurface.uselightmaptexture)
4605 // ordinary lightmapping (q1bsp, q3bsp)
4606 mode = SHADERMODE_LIGHTMAP;
4607 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4608 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4609 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4611 R_Mesh_ColorPointer(NULL, 0, 0);
4615 // ordinary vertex coloring (q3bsp)
4616 mode = SHADERMODE_VERTEXCOLOR;
4617 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4618 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4620 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4621 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4623 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4624 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4625 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4629 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4630 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4631 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4633 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4634 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4636 switch(vid.renderpath)
4638 case RENDERPATH_GL20:
4639 R_SetupShader_SetPermutationGLSL(mode, permutation);
4640 if (mode == SHADERMODE_LIGHTSOURCE)
4642 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4643 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4644 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4645 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);
4646 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);
4647 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4649 // additive passes are only darkened by fog, not tinted
4650 if (r_glsl_permutation->loc_FogColor >= 0)
4651 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4652 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]);
4653 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]);
4654 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4658 if (mode == SHADERMODE_FLATCOLOR)
4660 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4662 else if (mode == SHADERMODE_LIGHTDIRECTION)
4664 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]);
4665 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4666 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4667 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);
4668 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);
4669 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]);
4670 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]);
4674 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]);
4675 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]);
4676 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4677 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);
4678 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);
4680 // additive passes are only darkened by fog, not tinted
4681 if (r_glsl_permutation->loc_FogColor >= 0)
4683 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4684 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4686 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4688 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);
4689 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]);
4690 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]);
4691 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4692 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4693 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4694 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4695 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4697 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4698 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4699 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4700 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4701 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4702 if (r_glsl_permutation->loc_Color_Pants >= 0)
4704 if (rsurface.texture->pantstexture)
4705 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4707 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4709 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4711 if (rsurface.texture->shirttexture)
4712 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4714 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4716 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]);
4717 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4718 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4719 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4720 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4721 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]);
4723 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4724 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4725 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4726 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4727 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4728 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4729 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4730 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4731 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4732 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4733 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4734 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4735 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4736 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4737 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4738 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4739 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4740 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4741 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4742 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4743 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4744 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4745 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4746 if (rsurface.rtlight)
4748 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4749 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4750 if (r_shadow_usingshadowmapcube)
4751 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4752 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4753 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4757 case RENDERPATH_CGGL:
4759 R_SetupShader_SetPermutationCG(mode, permutation);
4760 if (mode == SHADERMODE_LIGHTSOURCE)
4762 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4763 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4767 if (mode == SHADERMODE_LIGHTDIRECTION)
4769 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
4772 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4773 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4774 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4775 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
4778 if (mode == SHADERMODE_LIGHTSOURCE)
4780 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4781 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4782 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
4783 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
4784 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
4786 // additive passes are only darkened by fog, not tinted
4787 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4788 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
4789 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
4790 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4794 if (mode == SHADERMODE_FLATCOLOR)
4796 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4798 else if (mode == SHADERMODE_LIGHTDIRECTION)
4800 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
4801 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4802 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4803 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
4804 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
4805 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
4806 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
4810 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
4811 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
4812 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4813 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
4814 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
4816 // additive passes are only darkened by fog, not tinted
4817 if (r_cg_permutation->fp_FogColor)
4819 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4820 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4822 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4825 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
4826 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
4827 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
4828 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4829 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4830 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4831 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4832 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4834 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4835 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4836 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4837 if (r_cg_permutation->fp_Color_Pants)
4839 if (rsurface.texture->pantstexture)
4840 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4842 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4845 if (r_cg_permutation->fp_Color_Shirt)
4847 if (rsurface.texture->shirttexture)
4848 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4850 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4853 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
4854 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4855 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4856 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4857 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4858 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
4860 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4861 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4862 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4863 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4864 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4865 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4866 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4867 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4868 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4869 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4870 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4871 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4872 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4875 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4876 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4878 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4879 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4880 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4881 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4882 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4883 if (rsurface.rtlight)
4885 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4886 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4887 if (r_shadow_usingshadowmapcube)
4888 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4889 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4890 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4896 case RENDERPATH_GL13:
4897 case RENDERPATH_GL11:
4902 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4904 // select a permutation of the lighting shader appropriate to this
4905 // combination of texture, entity, light source, and fogging, only use the
4906 // minimum features necessary to avoid wasting rendering time in the
4907 // fragment shader on features that are not being used
4908 unsigned int permutation = 0;
4909 unsigned int mode = 0;
4910 const float *lightcolorbase = rtlight->currentcolor;
4911 float ambientscale = rtlight->ambientscale;
4912 float diffusescale = rtlight->diffusescale;
4913 float specularscale = rtlight->specularscale;
4914 // this is the location of the light in view space
4915 vec3_t viewlightorigin;
4916 // this transforms from view space (camera) to light space (cubemap)
4917 matrix4x4_t viewtolight;
4918 matrix4x4_t lighttoview;
4919 float viewtolight16f[16];
4920 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4922 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4923 if (rtlight->currentcubemap != r_texture_whitecube)
4924 permutation |= SHADERPERMUTATION_CUBEFILTER;
4925 if (diffusescale > 0)
4926 permutation |= SHADERPERMUTATION_DIFFUSE;
4927 if (specularscale > 0)
4929 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4930 if (r_shadow_glossexact.integer)
4931 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4933 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4935 if (r_shadow_usingshadowmaprect)
4936 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4937 if (r_shadow_usingshadowmap2d)
4938 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4939 if (r_shadow_usingshadowmapcube)
4940 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4941 else if(r_shadow_shadowmapvsdct)
4942 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4944 if (r_shadow_shadowmapsampler)
4945 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4946 if (r_shadow_shadowmappcf > 1)
4947 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4948 else if (r_shadow_shadowmappcf)
4949 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4951 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4952 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4953 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4954 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4955 switch(vid.renderpath)
4957 case RENDERPATH_GL20:
4958 R_SetupShader_SetPermutationGLSL(mode, permutation);
4959 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4960 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4961 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);
4962 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);
4963 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);
4964 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]);
4965 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]);
4966 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));
4967 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]);
4969 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4970 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4971 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4972 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4973 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4974 if (r_shadow_usingshadowmapcube)
4975 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4976 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4977 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4979 case RENDERPATH_CGGL:
4981 R_SetupShader_SetPermutationCG(mode, permutation);
4982 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4983 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4984 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
4985 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
4986 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
4987 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
4988 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
4989 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
4990 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
4992 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4993 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4994 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4995 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4997 if (r_shadow_usingshadowmapcube)
4998 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5003 case RENDERPATH_GL13:
5004 case RENDERPATH_GL11:
5009 #define SKINFRAME_HASH 1024
5013 int loadsequence; // incremented each level change
5014 memexpandablearray_t array;
5015 skinframe_t *hash[SKINFRAME_HASH];
5018 r_skinframe_t r_skinframe;
5020 void R_SkinFrame_PrepareForPurge(void)
5022 r_skinframe.loadsequence++;
5023 // wrap it without hitting zero
5024 if (r_skinframe.loadsequence >= 200)
5025 r_skinframe.loadsequence = 1;
5028 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5032 // mark the skinframe as used for the purging code
5033 skinframe->loadsequence = r_skinframe.loadsequence;
5036 void R_SkinFrame_Purge(void)
5040 for (i = 0;i < SKINFRAME_HASH;i++)
5042 for (s = r_skinframe.hash[i];s;s = s->next)
5044 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5046 if (s->merged == s->base)
5048 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5049 R_PurgeTexture(s->stain );s->stain = NULL;
5050 R_PurgeTexture(s->merged);s->merged = NULL;
5051 R_PurgeTexture(s->base );s->base = NULL;
5052 R_PurgeTexture(s->pants );s->pants = NULL;
5053 R_PurgeTexture(s->shirt );s->shirt = NULL;
5054 R_PurgeTexture(s->nmap );s->nmap = NULL;
5055 R_PurgeTexture(s->gloss );s->gloss = NULL;
5056 R_PurgeTexture(s->glow );s->glow = NULL;
5057 R_PurgeTexture(s->fog );s->fog = NULL;
5058 s->loadsequence = 0;
5064 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5066 char basename[MAX_QPATH];
5068 Image_StripImageExtension(name, basename, sizeof(basename));
5070 if( last == NULL ) {
5072 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5073 item = r_skinframe.hash[hashindex];
5078 // linearly search through the hash bucket
5079 for( ; item ; item = item->next ) {
5080 if( !strcmp( item->basename, basename ) ) {
5087 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5091 char basename[MAX_QPATH];
5093 Image_StripImageExtension(name, basename, sizeof(basename));
5095 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5096 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5097 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5101 rtexture_t *dyntexture;
5102 // check whether its a dynamic texture
5103 dyntexture = CL_GetDynTexture( basename );
5104 if (!add && !dyntexture)
5106 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5107 memset(item, 0, sizeof(*item));
5108 strlcpy(item->basename, basename, sizeof(item->basename));
5109 item->base = dyntexture; // either NULL or dyntexture handle
5110 item->textureflags = textureflags;
5111 item->comparewidth = comparewidth;
5112 item->compareheight = compareheight;
5113 item->comparecrc = comparecrc;
5114 item->next = r_skinframe.hash[hashindex];
5115 r_skinframe.hash[hashindex] = item;
5117 else if( item->base == NULL )
5119 rtexture_t *dyntexture;
5120 // check whether its a dynamic texture
5121 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5122 dyntexture = CL_GetDynTexture( basename );
5123 item->base = dyntexture; // either NULL or dyntexture handle
5126 R_SkinFrame_MarkUsed(item);
5130 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5132 unsigned long long avgcolor[5], wsum; \
5140 for(pix = 0; pix < cnt; ++pix) \
5143 for(comp = 0; comp < 3; ++comp) \
5145 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5148 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5150 for(comp = 0; comp < 3; ++comp) \
5151 avgcolor[comp] += getpixel * w; \
5154 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5155 avgcolor[4] += getpixel; \
5157 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5159 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5160 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5161 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5162 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5165 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5168 unsigned char *pixels;
5169 unsigned char *bumppixels;
5170 unsigned char *basepixels = NULL;
5171 int basepixels_width = 0;
5172 int basepixels_height = 0;
5173 skinframe_t *skinframe;
5174 rtexture_t *ddsbase = NULL;
5175 qboolean ddshasalpha = false;
5176 float ddsavgcolor[4];
5177 char basename[MAX_QPATH];
5179 if (cls.state == ca_dedicated)
5182 // return an existing skinframe if already loaded
5183 // if loading of the first image fails, don't make a new skinframe as it
5184 // would cause all future lookups of this to be missing
5185 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5186 if (skinframe && skinframe->base)
5189 Image_StripImageExtension(name, basename, sizeof(basename));
5191 // check for DDS texture file first
5192 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5194 basepixels = loadimagepixelsbgra(name, complain, true);
5195 if (basepixels == NULL)
5199 if (developer_loading.integer)
5200 Con_Printf("loading skin \"%s\"\n", name);
5202 // we've got some pixels to store, so really allocate this new texture now
5204 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5205 skinframe->stain = NULL;
5206 skinframe->merged = NULL;
5207 skinframe->base = NULL;
5208 skinframe->pants = NULL;
5209 skinframe->shirt = NULL;
5210 skinframe->nmap = NULL;
5211 skinframe->gloss = NULL;
5212 skinframe->glow = NULL;
5213 skinframe->fog = NULL;
5214 skinframe->hasalpha = false;
5218 skinframe->base = ddsbase;
5219 skinframe->hasalpha = ddshasalpha;
5220 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5221 if (r_loadfog && skinframe->hasalpha)
5222 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5223 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5227 basepixels_width = image_width;
5228 basepixels_height = image_height;
5229 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5230 if (textureflags & TEXF_ALPHA)
5232 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5234 if (basepixels[j] < 255)
5236 skinframe->hasalpha = true;
5240 if (r_loadfog && skinframe->hasalpha)
5242 // has transparent pixels
5243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5244 for (j = 0;j < image_width * image_height * 4;j += 4)
5249 pixels[j+3] = basepixels[j+3];
5251 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5255 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5256 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5257 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5258 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5259 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5260 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5265 if (r_loadnormalmap)
5266 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5267 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5269 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5270 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5271 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5274 // _norm is the name used by tenebrae and has been adopted as standard
5275 if (r_loadnormalmap && skinframe->nmap == NULL)
5277 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5279 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5283 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5285 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5286 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5287 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5289 Mem_Free(bumppixels);
5291 else if (r_shadow_bumpscale_basetexture.value > 0)
5293 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5294 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5295 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5298 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5299 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5302 // _luma is supported only for tenebrae compatibility
5303 // _glow is the preferred name
5304 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5306 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5307 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5308 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5309 Mem_Free(pixels);pixels = NULL;
5312 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5314 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5315 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5316 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5321 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5323 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5324 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5325 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5330 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5332 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5333 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5334 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5340 Mem_Free(basepixels);
5345 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5346 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5349 unsigned char *temp1, *temp2;
5350 skinframe_t *skinframe;
5352 if (cls.state == ca_dedicated)
5355 // if already loaded just return it, otherwise make a new skinframe
5356 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5357 if (skinframe && skinframe->base)
5360 skinframe->stain = NULL;
5361 skinframe->merged = NULL;
5362 skinframe->base = NULL;
5363 skinframe->pants = NULL;
5364 skinframe->shirt = NULL;
5365 skinframe->nmap = NULL;
5366 skinframe->gloss = NULL;
5367 skinframe->glow = NULL;
5368 skinframe->fog = NULL;
5369 skinframe->hasalpha = false;
5371 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5375 if (developer_loading.integer)
5376 Con_Printf("loading 32bit skin \"%s\"\n", name);
5378 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5380 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5381 temp2 = temp1 + width * height * 4;
5382 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5383 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5386 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5387 if (textureflags & TEXF_ALPHA)
5389 for (i = 3;i < width * height * 4;i += 4)
5391 if (skindata[i] < 255)
5393 skinframe->hasalpha = true;
5397 if (r_loadfog && skinframe->hasalpha)
5399 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5400 memcpy(fogpixels, skindata, width * height * 4);
5401 for (i = 0;i < width * height * 4;i += 4)
5402 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5403 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5404 Mem_Free(fogpixels);
5408 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5409 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5414 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5418 skinframe_t *skinframe;
5420 if (cls.state == ca_dedicated)
5423 // if already loaded just return it, otherwise make a new skinframe
5424 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5425 if (skinframe && skinframe->base)
5428 skinframe->stain = NULL;
5429 skinframe->merged = NULL;
5430 skinframe->base = NULL;
5431 skinframe->pants = NULL;
5432 skinframe->shirt = NULL;
5433 skinframe->nmap = NULL;
5434 skinframe->gloss = NULL;
5435 skinframe->glow = NULL;
5436 skinframe->fog = NULL;
5437 skinframe->hasalpha = false;
5439 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5443 if (developer_loading.integer)
5444 Con_Printf("loading quake skin \"%s\"\n", name);
5446 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5447 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5448 memcpy(skinframe->qpixels, skindata, width*height);
5449 skinframe->qwidth = width;
5450 skinframe->qheight = height;
5453 for (i = 0;i < width * height;i++)
5454 featuresmask |= palette_featureflags[skindata[i]];
5456 skinframe->hasalpha = false;
5457 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5458 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5459 skinframe->qgeneratemerged = true;
5460 skinframe->qgeneratebase = skinframe->qhascolormapping;
5461 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5463 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5464 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5469 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5473 unsigned char *skindata;
5475 if (!skinframe->qpixels)
5478 if (!skinframe->qhascolormapping)
5479 colormapped = false;
5483 if (!skinframe->qgeneratebase)
5488 if (!skinframe->qgeneratemerged)
5492 width = skinframe->qwidth;
5493 height = skinframe->qheight;
5494 skindata = skinframe->qpixels;
5496 if (skinframe->qgeneratenmap)
5498 unsigned char *temp1, *temp2;
5499 skinframe->qgeneratenmap = false;
5500 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5501 temp2 = temp1 + width * height * 4;
5502 // use either a custom palette or the quake palette
5503 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5504 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5505 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5509 if (skinframe->qgenerateglow)
5511 skinframe->qgenerateglow = false;
5512 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5517 skinframe->qgeneratebase = false;
5518 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5519 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5520 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5524 skinframe->qgeneratemerged = false;
5525 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5528 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5530 Mem_Free(skinframe->qpixels);
5531 skinframe->qpixels = NULL;
5535 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5538 skinframe_t *skinframe;
5540 if (cls.state == ca_dedicated)
5543 // if already loaded just return it, otherwise make a new skinframe
5544 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5545 if (skinframe && skinframe->base)
5548 skinframe->stain = NULL;
5549 skinframe->merged = NULL;
5550 skinframe->base = NULL;
5551 skinframe->pants = NULL;
5552 skinframe->shirt = NULL;
5553 skinframe->nmap = NULL;
5554 skinframe->gloss = NULL;
5555 skinframe->glow = NULL;
5556 skinframe->fog = NULL;
5557 skinframe->hasalpha = false;
5559 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5563 if (developer_loading.integer)
5564 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5566 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5567 if (textureflags & TEXF_ALPHA)
5569 for (i = 0;i < width * height;i++)
5571 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5573 skinframe->hasalpha = true;
5577 if (r_loadfog && skinframe->hasalpha)
5578 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5581 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5582 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5587 skinframe_t *R_SkinFrame_LoadMissing(void)
5589 skinframe_t *skinframe;
5591 if (cls.state == ca_dedicated)
5594 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5595 skinframe->stain = NULL;
5596 skinframe->merged = NULL;
5597 skinframe->base = NULL;
5598 skinframe->pants = NULL;
5599 skinframe->shirt = NULL;
5600 skinframe->nmap = NULL;
5601 skinframe->gloss = NULL;
5602 skinframe->glow = NULL;
5603 skinframe->fog = NULL;
5604 skinframe->hasalpha = false;
5606 skinframe->avgcolor[0] = rand() / RAND_MAX;
5607 skinframe->avgcolor[1] = rand() / RAND_MAX;
5608 skinframe->avgcolor[2] = rand() / RAND_MAX;
5609 skinframe->avgcolor[3] = 1;
5614 void R_Main_FreeViewCache(void)
5616 if (r_refdef.viewcache.entityvisible)
5617 Mem_Free(r_refdef.viewcache.entityvisible);
5618 if (r_refdef.viewcache.world_pvsbits)
5619 Mem_Free(r_refdef.viewcache.world_pvsbits);
5620 if (r_refdef.viewcache.world_leafvisible)
5621 Mem_Free(r_refdef.viewcache.world_leafvisible);
5622 if (r_refdef.viewcache.world_surfacevisible)
5623 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5624 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5627 void R_Main_ResizeViewCache(void)
5629 int numentities = r_refdef.scene.numentities;
5630 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5631 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5632 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5633 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5634 if (r_refdef.viewcache.maxentities < numentities)
5636 r_refdef.viewcache.maxentities = numentities;
5637 if (r_refdef.viewcache.entityvisible)
5638 Mem_Free(r_refdef.viewcache.entityvisible);
5639 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5641 if (r_refdef.viewcache.world_numclusters != numclusters)
5643 r_refdef.viewcache.world_numclusters = numclusters;
5644 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5645 if (r_refdef.viewcache.world_pvsbits)
5646 Mem_Free(r_refdef.viewcache.world_pvsbits);
5647 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5649 if (r_refdef.viewcache.world_numleafs != numleafs)
5651 r_refdef.viewcache.world_numleafs = numleafs;
5652 if (r_refdef.viewcache.world_leafvisible)
5653 Mem_Free(r_refdef.viewcache.world_leafvisible);
5654 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5656 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5658 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5659 if (r_refdef.viewcache.world_surfacevisible)
5660 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5661 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5665 extern rtexture_t *loadingscreentexture;
5666 void gl_main_start(void)
5668 loadingscreentexture = NULL;
5669 r_texture_blanknormalmap = NULL;
5670 r_texture_white = NULL;
5671 r_texture_grey128 = NULL;
5672 r_texture_black = NULL;
5673 r_texture_whitecube = NULL;
5674 r_texture_normalizationcube = NULL;
5675 r_texture_fogattenuation = NULL;
5676 r_texture_gammaramps = NULL;
5678 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5679 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5681 switch(vid.renderpath)
5683 case RENDERPATH_GL20:
5684 case RENDERPATH_CGGL:
5685 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5686 Cvar_SetValueQuick(&gl_combine, 1);
5687 Cvar_SetValueQuick(&r_glsl, 1);
5688 r_loadnormalmap = true;
5692 case RENDERPATH_GL13:
5693 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5694 Cvar_SetValueQuick(&gl_combine, 1);
5695 Cvar_SetValueQuick(&r_glsl, 0);
5696 r_loadnormalmap = false;
5697 r_loadgloss = false;
5700 case RENDERPATH_GL11:
5701 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5702 Cvar_SetValueQuick(&gl_combine, 0);
5703 Cvar_SetValueQuick(&r_glsl, 0);
5704 r_loadnormalmap = false;
5705 r_loadgloss = false;
5711 R_FrameData_Reset();
5715 memset(r_queries, 0, sizeof(r_queries));
5717 r_qwskincache = NULL;
5718 r_qwskincache_size = 0;
5720 // set up r_skinframe loading system for textures
5721 memset(&r_skinframe, 0, sizeof(r_skinframe));
5722 r_skinframe.loadsequence = 1;
5723 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5725 r_main_texturepool = R_AllocTexturePool();
5726 R_BuildBlankTextures();
5728 if (vid.support.arb_texture_cube_map)
5731 R_BuildNormalizationCube();
5733 r_texture_fogattenuation = NULL;
5734 r_texture_gammaramps = NULL;
5735 //r_texture_fogintensity = NULL;
5736 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5737 memset(&r_waterstate, 0, sizeof(r_waterstate));
5738 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5739 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5741 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5742 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5744 memset(&r_svbsp, 0, sizeof (r_svbsp));
5746 r_refdef.fogmasktable_density = 0;
5749 void gl_main_shutdown(void)
5752 R_FrameData_Reset();
5754 R_Main_FreeViewCache();
5757 qglDeleteQueriesARB(r_maxqueries, r_queries);
5761 memset(r_queries, 0, sizeof(r_queries));
5763 r_qwskincache = NULL;
5764 r_qwskincache_size = 0;
5766 // clear out the r_skinframe state
5767 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5768 memset(&r_skinframe, 0, sizeof(r_skinframe));
5771 Mem_Free(r_svbsp.nodes);
5772 memset(&r_svbsp, 0, sizeof (r_svbsp));
5773 R_FreeTexturePool(&r_main_texturepool);
5774 loadingscreentexture = NULL;
5775 r_texture_blanknormalmap = NULL;
5776 r_texture_white = NULL;
5777 r_texture_grey128 = NULL;
5778 r_texture_black = NULL;
5779 r_texture_whitecube = NULL;
5780 r_texture_normalizationcube = NULL;
5781 r_texture_fogattenuation = NULL;
5782 r_texture_gammaramps = NULL;
5783 //r_texture_fogintensity = NULL;
5784 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5785 memset(&r_waterstate, 0, sizeof(r_waterstate));
5789 extern void CL_ParseEntityLump(char *entitystring);
5790 void gl_main_newmap(void)
5792 // FIXME: move this code to client
5794 char *entities, entname[MAX_QPATH];
5796 Mem_Free(r_qwskincache);
5797 r_qwskincache = NULL;
5798 r_qwskincache_size = 0;
5801 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5802 l = (int)strlen(entname) - 4;
5803 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5805 memcpy(entname + l, ".ent", 5);
5806 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5808 CL_ParseEntityLump(entities);
5813 if (cl.worldmodel->brush.entities)
5814 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5816 R_Main_FreeViewCache();
5818 R_FrameData_Reset();
5821 void GL_Main_Init(void)
5823 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5825 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5826 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5827 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5828 if (gamemode == GAME_NEHAHRA)
5830 Cvar_RegisterVariable (&gl_fogenable);
5831 Cvar_RegisterVariable (&gl_fogdensity);
5832 Cvar_RegisterVariable (&gl_fogred);
5833 Cvar_RegisterVariable (&gl_foggreen);
5834 Cvar_RegisterVariable (&gl_fogblue);
5835 Cvar_RegisterVariable (&gl_fogstart);
5836 Cvar_RegisterVariable (&gl_fogend);
5837 Cvar_RegisterVariable (&gl_skyclip);
5839 Cvar_RegisterVariable(&r_motionblur);
5840 Cvar_RegisterVariable(&r_motionblur_maxblur);
5841 Cvar_RegisterVariable(&r_motionblur_bmin);
5842 Cvar_RegisterVariable(&r_motionblur_vmin);
5843 Cvar_RegisterVariable(&r_motionblur_vmax);
5844 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5845 Cvar_RegisterVariable(&r_motionblur_randomize);
5846 Cvar_RegisterVariable(&r_damageblur);
5847 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5848 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5849 Cvar_RegisterVariable(&r_equalize_entities_by);
5850 Cvar_RegisterVariable(&r_equalize_entities_to);
5851 Cvar_RegisterVariable(&r_depthfirst);
5852 Cvar_RegisterVariable(&r_useinfinitefarclip);
5853 Cvar_RegisterVariable(&r_farclip_base);
5854 Cvar_RegisterVariable(&r_farclip_world);
5855 Cvar_RegisterVariable(&r_nearclip);
5856 Cvar_RegisterVariable(&r_showbboxes);
5857 Cvar_RegisterVariable(&r_showsurfaces);
5858 Cvar_RegisterVariable(&r_showtris);
5859 Cvar_RegisterVariable(&r_shownormals);
5860 Cvar_RegisterVariable(&r_showlighting);
5861 Cvar_RegisterVariable(&r_showshadowvolumes);
5862 Cvar_RegisterVariable(&r_showcollisionbrushes);
5863 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5864 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5865 Cvar_RegisterVariable(&r_showdisabledepthtest);
5866 Cvar_RegisterVariable(&r_drawportals);
5867 Cvar_RegisterVariable(&r_drawentities);
5868 Cvar_RegisterVariable(&r_cullentities_trace);
5869 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5870 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5871 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5872 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5873 Cvar_RegisterVariable(&r_drawviewmodel);
5874 Cvar_RegisterVariable(&r_speeds);
5875 Cvar_RegisterVariable(&r_fullbrights);
5876 Cvar_RegisterVariable(&r_wateralpha);
5877 Cvar_RegisterVariable(&r_dynamic);
5878 Cvar_RegisterVariable(&r_fullbright);
5879 Cvar_RegisterVariable(&r_shadows);
5880 Cvar_RegisterVariable(&r_shadows_darken);
5881 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5882 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5883 Cvar_RegisterVariable(&r_shadows_throwdistance);
5884 Cvar_RegisterVariable(&r_shadows_throwdirection);
5885 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5886 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5887 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5888 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5889 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5890 Cvar_RegisterVariable(&r_fog_exp2);
5891 Cvar_RegisterVariable(&r_drawfog);
5892 Cvar_RegisterVariable(&r_transparentdepthmasking);
5893 Cvar_RegisterVariable(&r_texture_dds_load);
5894 Cvar_RegisterVariable(&r_texture_dds_save);
5895 Cvar_RegisterVariable(&r_textureunits);
5896 Cvar_RegisterVariable(&gl_combine);
5897 Cvar_RegisterVariable(&r_glsl);
5898 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5899 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5900 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5901 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5902 Cvar_RegisterVariable(&r_glsl_postprocess);
5903 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5904 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5905 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5906 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5907 Cvar_RegisterVariable(&r_water);
5908 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5909 Cvar_RegisterVariable(&r_water_clippingplanebias);
5910 Cvar_RegisterVariable(&r_water_refractdistort);
5911 Cvar_RegisterVariable(&r_water_reflectdistort);
5912 Cvar_RegisterVariable(&r_lerpsprites);
5913 Cvar_RegisterVariable(&r_lerpmodels);
5914 Cvar_RegisterVariable(&r_lerplightstyles);
5915 Cvar_RegisterVariable(&r_waterscroll);
5916 Cvar_RegisterVariable(&r_bloom);
5917 Cvar_RegisterVariable(&r_bloom_colorscale);
5918 Cvar_RegisterVariable(&r_bloom_brighten);
5919 Cvar_RegisterVariable(&r_bloom_blur);
5920 Cvar_RegisterVariable(&r_bloom_resolution);
5921 Cvar_RegisterVariable(&r_bloom_colorexponent);
5922 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5923 Cvar_RegisterVariable(&r_hdr);
5924 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5925 Cvar_RegisterVariable(&r_hdr_glowintensity);
5926 Cvar_RegisterVariable(&r_hdr_range);
5927 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5928 Cvar_RegisterVariable(&developer_texturelogging);
5929 Cvar_RegisterVariable(&gl_lightmaps);
5930 Cvar_RegisterVariable(&r_test);
5931 Cvar_RegisterVariable(&r_batchmode);
5932 Cvar_RegisterVariable(&r_glsl_saturation);
5933 Cvar_RegisterVariable(&r_framedatasize);
5934 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5935 Cvar_SetValue("r_fullbrights", 0);
5936 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5938 Cvar_RegisterVariable(&r_track_sprites);
5939 Cvar_RegisterVariable(&r_track_sprites_flags);
5940 Cvar_RegisterVariable(&r_track_sprites_scalew);
5941 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5944 extern void R_Textures_Init(void);
5945 extern void GL_Draw_Init(void);
5946 extern void GL_Main_Init(void);
5947 extern void R_Shadow_Init(void);
5948 extern void R_Sky_Init(void);
5949 extern void GL_Surf_Init(void);
5950 extern void R_Particles_Init(void);
5951 extern void R_Explosion_Init(void);
5952 extern void gl_backend_init(void);
5953 extern void Sbar_Init(void);
5954 extern void R_LightningBeams_Init(void);
5955 extern void Mod_RenderInit(void);
5956 extern void Font_Init(void);
5958 void Render_Init(void)
5971 R_LightningBeams_Init();
5980 extern char *ENGINE_EXTENSIONS;
5983 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5984 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5985 gl_version = (const char *)qglGetString(GL_VERSION);
5986 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5990 if (!gl_platformextensions)
5991 gl_platformextensions = "";
5993 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5994 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5995 Con_Printf("GL_VERSION: %s\n", gl_version);
5996 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
5997 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
5999 VID_CheckExtensions();
6001 // LordHavoc: report supported extensions
6002 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6004 // clear to black (loading plaque will be seen over this)
6006 qglClearColor(0,0,0,1);CHECKGLERROR
6007 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6010 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6014 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6016 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6019 p = r_refdef.view.frustum + i;
6024 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6028 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6032 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6036 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6040 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6044 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6048 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6052 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6060 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6064 for (i = 0;i < numplanes;i++)
6071 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6075 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6079 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6083 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6087 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6091 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6095 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6099 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6107 //==================================================================================
6109 // LordHavoc: this stores temporary data used within the same frame
6111 qboolean r_framedata_failed;
6112 static size_t r_framedata_size;
6113 static size_t r_framedata_current;
6114 static void *r_framedata_base;
6116 void R_FrameData_Reset(void)
6118 if (r_framedata_base)
6119 Mem_Free(r_framedata_base);
6120 r_framedata_base = NULL;
6121 r_framedata_size = 0;
6122 r_framedata_current = 0;
6123 r_framedata_failed = false;
6126 void R_FrameData_NewFrame(void)
6129 if (r_framedata_failed)
6130 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6131 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6132 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6133 if (r_framedata_size != wantedsize)
6135 r_framedata_size = wantedsize;
6136 if (r_framedata_base)
6137 Mem_Free(r_framedata_base);
6138 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6140 r_framedata_current = 0;
6141 r_framedata_failed = false;
6144 void *R_FrameData_Alloc(size_t size)
6148 // align to 16 byte boundary
6149 size = (size + 15) & ~15;
6150 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6151 r_framedata_current += size;
6154 if (r_framedata_current > r_framedata_size)
6155 r_framedata_failed = true;
6157 // return NULL on everything after a failure
6158 if (r_framedata_failed)
6164 void *R_FrameData_Store(size_t size, void *data)
6166 void *d = R_FrameData_Alloc(size);
6168 memcpy(d, data, size);
6172 //==================================================================================
6174 // LordHavoc: animcache originally written by Echon, rewritten since then
6177 * Animation cache prevents re-generating mesh data for an animated model
6178 * multiple times in one frame for lighting, shadowing, reflections, etc.
6181 void R_AnimCache_Free(void)
6185 void R_AnimCache_ClearCache(void)
6188 entity_render_t *ent;
6190 for (i = 0;i < r_refdef.scene.numentities;i++)
6192 ent = r_refdef.scene.entities[i];
6193 ent->animcache_vertex3f = NULL;
6194 ent->animcache_normal3f = NULL;
6195 ent->animcache_svector3f = NULL;
6196 ent->animcache_tvector3f = NULL;
6200 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6202 dp_model_t *model = ent->model;
6204 // see if it's already cached this frame
6205 if (ent->animcache_vertex3f)
6207 // add normals/tangents if needed
6208 if (wantnormals || wanttangents)
6210 if (ent->animcache_normal3f)
6211 wantnormals = false;
6212 if (ent->animcache_svector3f)
6213 wanttangents = false;
6214 if (wantnormals || wanttangents)
6216 numvertices = model->surfmesh.num_vertices;
6218 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6221 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6222 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6224 if (!r_framedata_failed)
6225 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6231 // see if this ent is worth caching
6232 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6234 // get some memory for this entity and generate mesh data
6235 numvertices = model->surfmesh.num_vertices;
6236 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6238 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6241 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6242 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6244 if (!r_framedata_failed)
6245 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6247 return !r_framedata_failed;
6250 void R_AnimCache_CacheVisibleEntities(void)
6253 qboolean wantnormals = !r_showsurfaces.integer;
6254 qboolean wanttangents = !r_showsurfaces.integer;
6256 switch(vid.renderpath)
6258 case RENDERPATH_GL20:
6259 case RENDERPATH_CGGL:
6261 case RENDERPATH_GL13:
6262 case RENDERPATH_GL11:
6263 wanttangents = false;
6267 // TODO: thread this
6268 // NOTE: R_PrepareRTLights() also caches entities
6270 for (i = 0;i < r_refdef.scene.numentities;i++)
6271 if (r_refdef.viewcache.entityvisible[i])
6272 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6274 if (r_shadows.integer)
6275 for (i = 0;i < r_refdef.scene.numentities;i++)
6276 if (!r_refdef.viewcache.entityvisible[i])
6277 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6280 //==================================================================================
6282 static void R_View_UpdateEntityLighting (void)
6285 entity_render_t *ent;
6286 vec3_t tempdiffusenormal, avg;
6287 vec_t f, fa, fd, fdd;
6289 for (i = 0;i < r_refdef.scene.numentities;i++)
6291 ent = r_refdef.scene.entities[i];
6293 // skip unseen models
6294 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6298 if (ent->model && ent->model->brush.num_leafs)
6300 // TODO: use modellight for r_ambient settings on world?
6301 VectorSet(ent->modellight_ambient, 0, 0, 0);
6302 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6303 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6307 // fetch the lighting from the worldmodel data
6308 VectorClear(ent->modellight_ambient);
6309 VectorClear(ent->modellight_diffuse);
6310 VectorClear(tempdiffusenormal);
6311 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6314 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6315 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6316 if(ent->flags & RENDER_EQUALIZE)
6318 // first fix up ambient lighting...
6319 if(r_equalize_entities_minambient.value > 0)
6321 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6324 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6325 if(fa < r_equalize_entities_minambient.value * fd)
6328 // fa'/fd' = minambient
6329 // fa'+0.25*fd' = fa+0.25*fd
6331 // fa' = fd' * minambient
6332 // fd'*(0.25+minambient) = fa+0.25*fd
6334 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6335 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6337 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6338 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6339 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6340 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6345 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6347 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6348 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6351 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6352 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6353 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6359 VectorSet(ent->modellight_ambient, 1, 1, 1);
6361 // move the light direction into modelspace coordinates for lighting code
6362 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6363 if(VectorLength2(ent->modellight_lightdir) == 0)
6364 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6365 VectorNormalize(ent->modellight_lightdir);
6369 #define MAX_LINEOFSIGHTTRACES 64
6371 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6374 vec3_t boxmins, boxmaxs;
6377 dp_model_t *model = r_refdef.scene.worldmodel;
6379 if (!model || !model->brush.TraceLineOfSight)
6382 // expand the box a little
6383 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6384 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6385 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6386 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6387 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6388 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6391 VectorCopy(eye, start);
6392 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6393 if (model->brush.TraceLineOfSight(model, start, end))
6396 // try various random positions
6397 for (i = 0;i < numsamples;i++)
6399 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6400 if (model->brush.TraceLineOfSight(model, start, end))
6408 static void R_View_UpdateEntityVisible (void)
6413 entity_render_t *ent;
6415 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6416 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6418 // worldmodel can check visibility
6419 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6420 for (i = 0;i < r_refdef.scene.numentities;i++)
6422 ent = r_refdef.scene.entities[i];
6423 if (!(ent->flags & renderimask))
6424 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6425 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
6426 r_refdef.viewcache.entityvisible[i] = true;
6428 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6430 for (i = 0;i < r_refdef.scene.numentities;i++)
6432 ent = r_refdef.scene.entities[i];
6433 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6435 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6437 continue; // temp entities do pvs only
6438 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6439 ent->last_trace_visibility = realtime;
6440 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6441 r_refdef.viewcache.entityvisible[i] = 0;
6448 // no worldmodel or it can't check visibility
6449 for (i = 0;i < r_refdef.scene.numentities;i++)
6451 ent = r_refdef.scene.entities[i];
6452 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
6457 /// only used if skyrendermasked, and normally returns false
6458 int R_DrawBrushModelsSky (void)
6461 entity_render_t *ent;
6464 for (i = 0;i < r_refdef.scene.numentities;i++)
6466 if (!r_refdef.viewcache.entityvisible[i])
6468 ent = r_refdef.scene.entities[i];
6469 if (!ent->model || !ent->model->DrawSky)
6471 ent->model->DrawSky(ent);
6477 static void R_DrawNoModel(entity_render_t *ent);
6478 static void R_DrawModels(void)
6481 entity_render_t *ent;
6483 for (i = 0;i < r_refdef.scene.numentities;i++)
6485 if (!r_refdef.viewcache.entityvisible[i])
6487 ent = r_refdef.scene.entities[i];
6488 r_refdef.stats.entities++;
6489 if (ent->model && ent->model->Draw != NULL)
6490 ent->model->Draw(ent);
6496 static void R_DrawModelsDepth(void)
6499 entity_render_t *ent;
6501 for (i = 0;i < r_refdef.scene.numentities;i++)
6503 if (!r_refdef.viewcache.entityvisible[i])
6505 ent = r_refdef.scene.entities[i];
6506 if (ent->model && ent->model->DrawDepth != NULL)
6507 ent->model->DrawDepth(ent);
6511 static void R_DrawModelsDebug(void)
6514 entity_render_t *ent;
6516 for (i = 0;i < r_refdef.scene.numentities;i++)
6518 if (!r_refdef.viewcache.entityvisible[i])
6520 ent = r_refdef.scene.entities[i];
6521 if (ent->model && ent->model->DrawDebug != NULL)
6522 ent->model->DrawDebug(ent);
6526 static void R_DrawModelsAddWaterPlanes(void)
6529 entity_render_t *ent;
6531 for (i = 0;i < r_refdef.scene.numentities;i++)
6533 if (!r_refdef.viewcache.entityvisible[i])
6535 ent = r_refdef.scene.entities[i];
6536 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6537 ent->model->DrawAddWaterPlanes(ent);
6541 static void R_View_SetFrustum(void)
6544 double slopex, slopey;
6545 vec3_t forward, left, up, origin;
6547 // we can't trust r_refdef.view.forward and friends in reflected scenes
6548 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6551 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6552 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6553 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6554 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6555 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6556 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6557 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6558 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6559 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6560 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6561 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6562 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6566 zNear = r_refdef.nearclip;
6567 nudge = 1.0 - 1.0 / (1<<23);
6568 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6569 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6570 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6571 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6572 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6573 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6574 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6575 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6581 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6582 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6583 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6584 r_refdef.view.frustum[0].dist = m[15] - m[12];
6586 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6587 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6588 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6589 r_refdef.view.frustum[1].dist = m[15] + m[12];
6591 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6592 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6593 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6594 r_refdef.view.frustum[2].dist = m[15] - m[13];
6596 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6597 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6598 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6599 r_refdef.view.frustum[3].dist = m[15] + m[13];
6601 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6602 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6603 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6604 r_refdef.view.frustum[4].dist = m[15] - m[14];
6606 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6607 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6608 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6609 r_refdef.view.frustum[5].dist = m[15] + m[14];
6612 if (r_refdef.view.useperspective)
6614 slopex = 1.0 / r_refdef.view.frustum_x;
6615 slopey = 1.0 / r_refdef.view.frustum_y;
6616 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6617 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6618 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6619 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6620 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6622 // Leaving those out was a mistake, those were in the old code, and they
6623 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6624 // I couldn't reproduce it after adding those normalizations. --blub
6625 VectorNormalize(r_refdef.view.frustum[0].normal);
6626 VectorNormalize(r_refdef.view.frustum[1].normal);
6627 VectorNormalize(r_refdef.view.frustum[2].normal);
6628 VectorNormalize(r_refdef.view.frustum[3].normal);
6630 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6631 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6632 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6633 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
6634 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
6636 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6637 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6638 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6639 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6640 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6644 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6645 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6646 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6647 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6648 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6649 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6650 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6651 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6652 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6653 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6655 r_refdef.view.numfrustumplanes = 5;
6657 if (r_refdef.view.useclipplane)
6659 r_refdef.view.numfrustumplanes = 6;
6660 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6663 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6664 PlaneClassify(r_refdef.view.frustum + i);
6666 // LordHavoc: note to all quake engine coders, Quake had a special case
6667 // for 90 degrees which assumed a square view (wrong), so I removed it,
6668 // Quake2 has it disabled as well.
6670 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6671 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6672 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6673 //PlaneClassify(&frustum[0]);
6675 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6676 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6677 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6678 //PlaneClassify(&frustum[1]);
6680 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6681 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6682 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6683 //PlaneClassify(&frustum[2]);
6685 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6686 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6687 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6688 //PlaneClassify(&frustum[3]);
6691 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6692 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6693 //PlaneClassify(&frustum[4]);
6696 void R_View_Update(void)
6698 R_Main_ResizeViewCache();
6699 R_View_SetFrustum();
6700 R_View_WorldVisibility(r_refdef.view.useclipplane);
6701 R_View_UpdateEntityVisible();
6702 R_View_UpdateEntityLighting();
6705 void R_SetupView(qboolean allowwaterclippingplane)
6707 const float *customclipplane = NULL;
6709 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6711 // LordHavoc: couldn't figure out how to make this approach the
6712 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6713 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6714 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6715 dist = r_refdef.view.clipplane.dist;
6716 plane[0] = r_refdef.view.clipplane.normal[0];
6717 plane[1] = r_refdef.view.clipplane.normal[1];
6718 plane[2] = r_refdef.view.clipplane.normal[2];
6720 customclipplane = plane;
6723 if (!r_refdef.view.useperspective)
6724 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
6725 else if (vid.stencil && r_useinfinitefarclip.integer)
6726 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
6728 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
6729 R_SetViewport(&r_refdef.view.viewport);
6732 void R_EntityMatrix(const matrix4x4_t *matrix)
6734 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6736 gl_modelmatrixchanged = false;
6737 gl_modelmatrix = *matrix;
6738 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6739 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6740 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6741 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6743 switch(vid.renderpath)
6745 case RENDERPATH_GL20:
6746 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6747 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6748 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6750 case RENDERPATH_CGGL:
6753 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6754 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6755 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6758 case RENDERPATH_GL13:
6759 case RENDERPATH_GL11:
6760 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6766 void R_ResetViewRendering2D(void)
6768 r_viewport_t viewport;
6771 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6772 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
6773 R_SetViewport(&viewport);
6774 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6775 GL_Color(1, 1, 1, 1);
6776 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6777 GL_BlendFunc(GL_ONE, GL_ZERO);
6778 GL_AlphaTest(false);
6779 GL_ScissorTest(false);
6780 GL_DepthMask(false);
6781 GL_DepthRange(0, 1);
6782 GL_DepthTest(false);
6783 R_EntityMatrix(&identitymatrix);
6784 R_Mesh_ResetTextureState();
6785 GL_PolygonOffset(0, 0);
6786 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6787 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6788 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6789 qglStencilMask(~0);CHECKGLERROR
6790 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6791 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6792 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6795 void R_ResetViewRendering3D(void)
6800 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6801 GL_Color(1, 1, 1, 1);
6802 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6803 GL_BlendFunc(GL_ONE, GL_ZERO);
6804 GL_AlphaTest(false);
6805 GL_ScissorTest(true);
6807 GL_DepthRange(0, 1);
6809 R_EntityMatrix(&identitymatrix);
6810 R_Mesh_ResetTextureState();
6811 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6812 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6813 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6814 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6815 qglStencilMask(~0);CHECKGLERROR
6816 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6817 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6818 GL_CullFace(r_refdef.view.cullface_back);
6821 void R_RenderScene(void);
6822 void R_RenderWaterPlanes(void);
6824 static void R_Water_StartFrame(void)
6827 int waterwidth, waterheight, texturewidth, textureheight;
6828 r_waterstate_waterplane_t *p;
6830 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6833 switch(vid.renderpath)
6835 case RENDERPATH_GL20:
6836 case RENDERPATH_CGGL:
6838 case RENDERPATH_GL13:
6839 case RENDERPATH_GL11:
6843 // set waterwidth and waterheight to the water resolution that will be
6844 // used (often less than the screen resolution for faster rendering)
6845 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6846 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6848 // calculate desired texture sizes
6849 // can't use water if the card does not support the texture size
6850 if (!r_water.integer || r_showsurfaces.integer)
6851 texturewidth = textureheight = waterwidth = waterheight = 0;
6852 else if (vid.support.arb_texture_non_power_of_two)
6854 texturewidth = waterwidth;
6855 textureheight = waterheight;
6859 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6860 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6863 // allocate textures as needed
6864 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6866 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6867 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6869 if (p->texture_refraction)
6870 R_FreeTexture(p->texture_refraction);
6871 p->texture_refraction = NULL;
6872 if (p->texture_reflection)
6873 R_FreeTexture(p->texture_reflection);
6874 p->texture_reflection = NULL;
6876 memset(&r_waterstate, 0, sizeof(r_waterstate));
6877 r_waterstate.texturewidth = texturewidth;
6878 r_waterstate.textureheight = textureheight;
6881 if (r_waterstate.texturewidth)
6883 r_waterstate.enabled = true;
6885 // when doing a reduced render (HDR) we want to use a smaller area
6886 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6887 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6889 // set up variables that will be used in shader setup
6890 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6891 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6892 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6893 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6896 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6897 r_waterstate.numwaterplanes = 0;
6900 void R_Water_AddWaterPlane(msurface_t *surface)
6902 int triangleindex, planeindex;
6908 r_waterstate_waterplane_t *p;
6909 texture_t *t = R_GetCurrentTexture(surface->texture);
6910 // just use the first triangle with a valid normal for any decisions
6911 VectorClear(normal);
6912 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6914 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6915 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6916 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6917 TriangleNormal(vert[0], vert[1], vert[2], normal);
6918 if (VectorLength2(normal) >= 0.001)
6922 VectorCopy(normal, plane.normal);
6923 VectorNormalize(plane.normal);
6924 plane.dist = DotProduct(vert[0], plane.normal);
6925 PlaneClassify(&plane);
6926 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6928 // skip backfaces (except if nocullface is set)
6929 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6931 VectorNegate(plane.normal, plane.normal);
6933 PlaneClassify(&plane);
6937 // find a matching plane if there is one
6938 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6939 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6941 if (planeindex >= r_waterstate.maxwaterplanes)
6942 return; // nothing we can do, out of planes
6944 // if this triangle does not fit any known plane rendered this frame, add one
6945 if (planeindex >= r_waterstate.numwaterplanes)
6947 // store the new plane
6948 r_waterstate.numwaterplanes++;
6950 // clear materialflags and pvs
6951 p->materialflags = 0;
6952 p->pvsvalid = false;
6954 // merge this surface's materialflags into the waterplane
6955 p->materialflags |= t->currentmaterialflags;
6956 // merge this surface's PVS into the waterplane
6957 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6958 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6959 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6961 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6966 static void R_Water_ProcessPlanes(void)
6968 r_refdef_view_t originalview;
6969 r_refdef_view_t myview;
6971 r_waterstate_waterplane_t *p;
6973 originalview = r_refdef.view;
6975 // make sure enough textures are allocated
6976 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6978 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6980 if (!p->texture_refraction)
6981 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);
6982 if (!p->texture_refraction)
6986 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6988 if (!p->texture_reflection)
6989 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);
6990 if (!p->texture_reflection)
6996 r_refdef.view = originalview;
6997 r_refdef.view.showdebug = false;
6998 r_refdef.view.width = r_waterstate.waterwidth;
6999 r_refdef.view.height = r_waterstate.waterheight;
7000 r_refdef.view.useclipplane = true;
7001 myview = r_refdef.view;
7002 r_waterstate.renderingscene = true;
7003 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7005 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7007 r_refdef.view = myview;
7008 // render reflected scene and copy into texture
7009 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7010 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7011 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7012 r_refdef.view.clipplane = p->plane;
7013 // reverse the cullface settings for this render
7014 r_refdef.view.cullface_front = GL_FRONT;
7015 r_refdef.view.cullface_back = GL_BACK;
7016 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7018 r_refdef.view.usecustompvs = true;
7020 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7022 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7025 R_ResetViewRendering3D();
7026 R_ClearScreen(r_refdef.fogenabled);
7030 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7033 // render the normal view scene and copy into texture
7034 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
7035 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7037 r_refdef.view = myview;
7038 r_refdef.view.clipplane = p->plane;
7039 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7040 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7041 PlaneClassify(&r_refdef.view.clipplane);
7043 R_ResetViewRendering3D();
7044 R_ClearScreen(r_refdef.fogenabled);
7048 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7052 r_waterstate.renderingscene = false;
7053 r_refdef.view = originalview;
7054 R_ResetViewRendering3D();
7055 R_ClearScreen(r_refdef.fogenabled);
7059 r_refdef.view = originalview;
7060 r_waterstate.renderingscene = false;
7061 Cvar_SetValueQuick(&r_water, 0);
7062 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7066 void R_Bloom_StartFrame(void)
7068 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7070 switch(vid.renderpath)
7072 case RENDERPATH_GL20:
7073 case RENDERPATH_CGGL:
7075 case RENDERPATH_GL13:
7076 case RENDERPATH_GL11:
7080 // set bloomwidth and bloomheight to the bloom resolution that will be
7081 // used (often less than the screen resolution for faster rendering)
7082 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7083 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7084 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7085 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7086 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7088 // calculate desired texture sizes
7089 if (vid.support.arb_texture_non_power_of_two)
7091 screentexturewidth = r_refdef.view.width;
7092 screentextureheight = r_refdef.view.height;
7093 bloomtexturewidth = r_bloomstate.bloomwidth;
7094 bloomtextureheight = r_bloomstate.bloomheight;
7098 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7099 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7100 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7101 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7104 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
7106 Cvar_SetValueQuick(&r_hdr, 0);
7107 Cvar_SetValueQuick(&r_bloom, 0);
7108 Cvar_SetValueQuick(&r_motionblur, 0);
7109 Cvar_SetValueQuick(&r_damageblur, 0);
7112 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
7113 screentexturewidth = screentextureheight = 0;
7114 if (!r_hdr.integer && !r_bloom.integer)
7115 bloomtexturewidth = bloomtextureheight = 0;
7117 // allocate textures as needed
7118 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7120 if (r_bloomstate.texture_screen)
7121 R_FreeTexture(r_bloomstate.texture_screen);
7122 r_bloomstate.texture_screen = NULL;
7123 r_bloomstate.screentexturewidth = screentexturewidth;
7124 r_bloomstate.screentextureheight = screentextureheight;
7125 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7126 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7128 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7130 if (r_bloomstate.texture_bloom)
7131 R_FreeTexture(r_bloomstate.texture_bloom);
7132 r_bloomstate.texture_bloom = NULL;
7133 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7134 r_bloomstate.bloomtextureheight = bloomtextureheight;
7135 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7136 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7139 // when doing a reduced render (HDR) we want to use a smaller area
7140 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7141 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7142 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7143 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7144 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7146 // set up a texcoord array for the full resolution screen image
7147 // (we have to keep this around to copy back during final render)
7148 r_bloomstate.screentexcoord2f[0] = 0;
7149 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7150 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7151 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7152 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7153 r_bloomstate.screentexcoord2f[5] = 0;
7154 r_bloomstate.screentexcoord2f[6] = 0;
7155 r_bloomstate.screentexcoord2f[7] = 0;
7157 // set up a texcoord array for the reduced resolution bloom image
7158 // (which will be additive blended over the screen image)
7159 r_bloomstate.bloomtexcoord2f[0] = 0;
7160 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7161 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7162 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7163 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7164 r_bloomstate.bloomtexcoord2f[5] = 0;
7165 r_bloomstate.bloomtexcoord2f[6] = 0;
7166 r_bloomstate.bloomtexcoord2f[7] = 0;
7168 if (r_hdr.integer || r_bloom.integer)
7170 r_bloomstate.enabled = true;
7171 r_bloomstate.hdr = r_hdr.integer != 0;
7174 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7177 void R_Bloom_CopyBloomTexture(float colorscale)
7179 r_refdef.stats.bloom++;
7181 // scale down screen texture to the bloom texture size
7183 R_SetViewport(&r_bloomstate.viewport);
7184 GL_BlendFunc(GL_ONE, GL_ZERO);
7185 GL_Color(colorscale, colorscale, colorscale, 1);
7186 // TODO: optimize with multitexture or GLSL
7187 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7188 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7189 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7190 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7192 // we now have a bloom image in the framebuffer
7193 // copy it into the bloom image texture for later processing
7194 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7195 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7198 void R_Bloom_CopyHDRTexture(void)
7200 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7201 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7204 void R_Bloom_MakeTexture(void)
7207 float xoffset, yoffset, r, brighten;
7209 r_refdef.stats.bloom++;
7211 R_ResetViewRendering2D();
7212 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7213 R_Mesh_ColorPointer(NULL, 0, 0);
7215 // we have a bloom image in the framebuffer
7217 R_SetViewport(&r_bloomstate.viewport);
7219 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7222 r = bound(0, r_bloom_colorexponent.value / x, 1);
7223 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7224 GL_Color(r, r, r, 1);
7225 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7226 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7227 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7228 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7230 // copy the vertically blurred bloom view to a texture
7231 GL_ActiveTexture(0);
7233 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7234 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7237 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7238 brighten = r_bloom_brighten.value;
7240 brighten *= r_hdr_range.value;
7241 brighten = sqrt(brighten);
7243 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7244 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7245 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7247 for (dir = 0;dir < 2;dir++)
7249 // blend on at multiple vertical offsets to achieve a vertical blur
7250 // TODO: do offset blends using GLSL
7251 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7252 GL_BlendFunc(GL_ONE, GL_ZERO);
7253 for (x = -range;x <= range;x++)
7255 if (!dir){xoffset = 0;yoffset = x;}
7256 else {xoffset = x;yoffset = 0;}
7257 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7258 yoffset /= (float)r_bloomstate.bloomtextureheight;
7259 // compute a texcoord array with the specified x and y offset
7260 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7261 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7262 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7263 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7264 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7265 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7266 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7267 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7268 // this r value looks like a 'dot' particle, fading sharply to
7269 // black at the edges
7270 // (probably not realistic but looks good enough)
7271 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7272 //r = brighten/(range*2+1);
7273 r = brighten / (range * 2 + 1);
7275 r *= (1 - x*x/(float)(range*range));
7276 GL_Color(r, r, r, 1);
7277 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7278 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7279 GL_BlendFunc(GL_ONE, GL_ONE);
7282 // copy the vertically blurred bloom view to a texture
7283 GL_ActiveTexture(0);
7285 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7286 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7289 // apply subtract last
7290 // (just like it would be in a GLSL shader)
7291 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7293 GL_BlendFunc(GL_ONE, GL_ZERO);
7294 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7295 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7296 GL_Color(1, 1, 1, 1);
7297 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7298 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7300 GL_BlendFunc(GL_ONE, GL_ONE);
7301 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7302 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7303 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7304 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7305 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7307 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7309 // copy the darkened bloom view to a texture
7310 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7311 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7315 void R_HDR_RenderBloomTexture(void)
7317 int oldwidth, oldheight;
7318 float oldcolorscale;
7320 oldcolorscale = r_refdef.view.colorscale;
7321 oldwidth = r_refdef.view.width;
7322 oldheight = r_refdef.view.height;
7323 r_refdef.view.width = r_bloomstate.bloomwidth;
7324 r_refdef.view.height = r_bloomstate.bloomheight;
7326 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7327 // TODO: add exposure compensation features
7328 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7330 r_refdef.view.showdebug = false;
7331 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7333 R_ResetViewRendering3D();
7335 R_ClearScreen(r_refdef.fogenabled);
7336 if (r_timereport_active)
7337 R_TimeReport("HDRclear");
7340 if (r_timereport_active)
7341 R_TimeReport("visibility");
7343 // only do secondary renders with HDR if r_hdr is 2 or higher
7344 r_waterstate.numwaterplanes = 0;
7345 if (r_waterstate.enabled && r_hdr.integer >= 2)
7346 R_RenderWaterPlanes();
7348 r_refdef.view.showdebug = true;
7350 r_waterstate.numwaterplanes = 0;
7352 R_ResetViewRendering2D();
7354 R_Bloom_CopyHDRTexture();
7355 R_Bloom_MakeTexture();
7357 // restore the view settings
7358 r_refdef.view.width = oldwidth;
7359 r_refdef.view.height = oldheight;
7360 r_refdef.view.colorscale = oldcolorscale;
7362 R_ResetViewRendering3D();
7364 R_ClearScreen(r_refdef.fogenabled);
7365 if (r_timereport_active)
7366 R_TimeReport("viewclear");
7369 static void R_BlendView(void)
7371 unsigned int permutation;
7372 float uservecs[4][4];
7374 switch (vid.renderpath)
7376 case RENDERPATH_GL20:
7377 case RENDERPATH_CGGL:
7379 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7380 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7381 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7382 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7383 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7385 if (r_bloomstate.texture_screen)
7387 // make sure the buffer is available
7388 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7390 R_ResetViewRendering2D();
7391 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7392 R_Mesh_ColorPointer(NULL, 0, 0);
7394 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7396 // declare variables
7398 static float avgspeed;
7400 speed = VectorLength(cl.movement_velocity);
7402 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7403 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7405 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7406 speed = bound(0, speed, 1);
7407 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7409 // calculate values into a standard alpha
7410 cl.motionbluralpha = 1 - exp(-
7412 (r_motionblur.value * speed / 80)
7414 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7417 max(0.0001, cl.time - cl.oldtime) // fps independent
7420 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7421 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7423 if (cl.motionbluralpha > 0)
7425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7426 GL_Color(1, 1, 1, cl.motionbluralpha);
7427 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7429 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7430 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7434 // copy view into the screen texture
7435 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7436 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7438 else if (!r_bloomstate.texture_bloom)
7440 // we may still have to do view tint...
7441 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7443 // apply a color tint to the whole view
7444 R_ResetViewRendering2D();
7445 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7446 R_Mesh_ColorPointer(NULL, 0, 0);
7447 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7448 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7449 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7450 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7452 break; // no screen processing, no bloom, skip it
7455 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7457 // render simple bloom effect
7458 // copy the screen and shrink it and darken it for the bloom process
7459 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7460 // make the bloom texture
7461 R_Bloom_MakeTexture();
7464 #if _MSC_VER >= 1400
7465 #define sscanf sscanf_s
7467 memset(uservecs, 0, sizeof(uservecs));
7468 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7469 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7470 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7471 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7473 R_ResetViewRendering2D();
7474 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7475 R_Mesh_ColorPointer(NULL, 0, 0);
7476 GL_Color(1, 1, 1, 1);
7477 GL_BlendFunc(GL_ONE, GL_ZERO);
7478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7479 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7481 switch(vid.renderpath)
7483 case RENDERPATH_GL20:
7484 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7485 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7486 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7487 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7488 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]);
7489 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7490 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7491 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]);
7492 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]);
7493 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]);
7494 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]);
7495 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7497 case RENDERPATH_CGGL:
7499 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7500 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7501 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7502 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7503 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
7504 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7505 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7506 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
7507 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
7508 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
7509 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
7510 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7516 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7517 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7519 case RENDERPATH_GL13:
7520 case RENDERPATH_GL11:
7521 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7523 // apply a color tint to the whole view
7524 R_ResetViewRendering2D();
7525 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7526 R_Mesh_ColorPointer(NULL, 0, 0);
7527 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7528 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7529 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7530 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7536 matrix4x4_t r_waterscrollmatrix;
7538 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7540 if (r_refdef.fog_density)
7542 r_refdef.fogcolor[0] = r_refdef.fog_red;
7543 r_refdef.fogcolor[1] = r_refdef.fog_green;
7544 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7546 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7547 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7548 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7549 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7553 VectorCopy(r_refdef.fogcolor, fogvec);
7554 // color.rgb *= ContrastBoost * SceneBrightness;
7555 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7556 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7557 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7558 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7563 void R_UpdateVariables(void)
7567 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7569 r_refdef.farclip = r_farclip_base.value;
7570 if (r_refdef.scene.worldmodel)
7571 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7572 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7574 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7575 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7576 r_refdef.polygonfactor = 0;
7577 r_refdef.polygonoffset = 0;
7578 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7579 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7581 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7582 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7583 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7584 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7585 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7586 if (r_showsurfaces.integer)
7588 r_refdef.scene.rtworld = false;
7589 r_refdef.scene.rtworldshadows = false;
7590 r_refdef.scene.rtdlight = false;
7591 r_refdef.scene.rtdlightshadows = false;
7592 r_refdef.lightmapintensity = 0;
7595 if (gamemode == GAME_NEHAHRA)
7597 if (gl_fogenable.integer)
7599 r_refdef.oldgl_fogenable = true;
7600 r_refdef.fog_density = gl_fogdensity.value;
7601 r_refdef.fog_red = gl_fogred.value;
7602 r_refdef.fog_green = gl_foggreen.value;
7603 r_refdef.fog_blue = gl_fogblue.value;
7604 r_refdef.fog_alpha = 1;
7605 r_refdef.fog_start = 0;
7606 r_refdef.fog_end = gl_skyclip.value;
7607 r_refdef.fog_height = 1<<30;
7608 r_refdef.fog_fadedepth = 128;
7610 else if (r_refdef.oldgl_fogenable)
7612 r_refdef.oldgl_fogenable = false;
7613 r_refdef.fog_density = 0;
7614 r_refdef.fog_red = 0;
7615 r_refdef.fog_green = 0;
7616 r_refdef.fog_blue = 0;
7617 r_refdef.fog_alpha = 0;
7618 r_refdef.fog_start = 0;
7619 r_refdef.fog_end = 0;
7620 r_refdef.fog_height = 1<<30;
7621 r_refdef.fog_fadedepth = 128;
7625 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7626 r_refdef.fog_start = max(0, r_refdef.fog_start);
7627 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7629 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7631 if (r_refdef.fog_density && r_drawfog.integer)
7633 r_refdef.fogenabled = true;
7634 // this is the point where the fog reaches 0.9986 alpha, which we
7635 // consider a good enough cutoff point for the texture
7636 // (0.9986 * 256 == 255.6)
7637 if (r_fog_exp2.integer)
7638 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7640 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7641 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7642 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7643 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7644 // fog color was already set
7645 // update the fog texture
7646 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
7647 R_BuildFogTexture();
7650 r_refdef.fogenabled = false;
7652 switch(vid.renderpath)
7654 case RENDERPATH_GL20:
7655 case RENDERPATH_CGGL:
7656 if(v_glslgamma.integer && !vid_gammatables_trivial)
7658 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7660 // build GLSL gamma texture
7661 #define RAMPWIDTH 256
7662 unsigned short ramp[RAMPWIDTH * 3];
7663 unsigned char rampbgr[RAMPWIDTH][4];
7666 r_texture_gammaramps_serial = vid_gammatables_serial;
7668 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7669 for(i = 0; i < RAMPWIDTH; ++i)
7671 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7672 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7673 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7676 if (r_texture_gammaramps)
7678 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7682 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);
7688 // remove GLSL gamma texture
7691 case RENDERPATH_GL13:
7692 case RENDERPATH_GL11:
7697 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7698 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7704 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7705 if( scenetype != r_currentscenetype ) {
7706 // store the old scenetype
7707 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7708 r_currentscenetype = scenetype;
7709 // move in the new scene
7710 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7719 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7721 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7722 if( scenetype == r_currentscenetype ) {
7723 return &r_refdef.scene;
7725 return &r_scenes_store[ scenetype ];
7734 void R_RenderView(void)
7736 if (r_timereport_active)
7737 R_TimeReport("start");
7738 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7740 if (!r_drawentities.integer)
7741 r_refdef.scene.numentities = 0;
7743 R_AnimCache_ClearCache();
7744 R_FrameData_NewFrame();
7746 if (r_refdef.view.isoverlay)
7748 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7749 GL_Clear( GL_DEPTH_BUFFER_BIT );
7750 R_TimeReport("depthclear");
7752 r_refdef.view.showdebug = false;
7754 r_waterstate.enabled = false;
7755 r_waterstate.numwaterplanes = 0;
7763 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7764 return; //Host_Error ("R_RenderView: NULL worldmodel");
7766 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7768 // break apart the view matrix into vectors for various purposes
7769 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7770 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7771 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7772 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7773 // make an inverted copy of the view matrix for tracking sprites
7774 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7776 R_Shadow_UpdateWorldLightSelection();
7778 R_Bloom_StartFrame();
7779 R_Water_StartFrame();
7782 if (r_timereport_active)
7783 R_TimeReport("viewsetup");
7785 R_ResetViewRendering3D();
7787 if (r_refdef.view.clear || r_refdef.fogenabled)
7789 R_ClearScreen(r_refdef.fogenabled);
7790 if (r_timereport_active)
7791 R_TimeReport("viewclear");
7793 r_refdef.view.clear = true;
7795 // this produces a bloom texture to be used in R_BlendView() later
7796 if (r_hdr.integer && r_bloomstate.bloomwidth)
7797 R_HDR_RenderBloomTexture();
7799 r_refdef.view.showdebug = true;
7802 if (r_timereport_active)
7803 R_TimeReport("visibility");
7805 r_waterstate.numwaterplanes = 0;
7806 if (r_waterstate.enabled)
7807 R_RenderWaterPlanes();
7810 r_waterstate.numwaterplanes = 0;
7813 if (r_timereport_active)
7814 R_TimeReport("blendview");
7816 GL_Scissor(0, 0, vid.width, vid.height);
7817 GL_ScissorTest(false);
7821 void R_RenderWaterPlanes(void)
7823 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7825 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7826 if (r_timereport_active)
7827 R_TimeReport("waterworld");
7830 // don't let sound skip if going slow
7831 if (r_refdef.scene.extraupdate)
7834 R_DrawModelsAddWaterPlanes();
7835 if (r_timereport_active)
7836 R_TimeReport("watermodels");
7838 if (r_waterstate.numwaterplanes)
7840 R_Water_ProcessPlanes();
7841 if (r_timereport_active)
7842 R_TimeReport("waterscenes");
7846 extern void R_DrawLightningBeams (void);
7847 extern void VM_CL_AddPolygonsToMeshQueue (void);
7848 extern void R_DrawPortals (void);
7849 extern cvar_t cl_locs_show;
7850 static void R_DrawLocs(void);
7851 static void R_DrawEntityBBoxes(void);
7852 static void R_DrawModelDecals(void);
7853 extern cvar_t cl_decals_newsystem;
7854 extern qboolean r_shadow_usingdeferredprepass;
7855 void R_RenderScene(void)
7857 r_refdef.stats.renders++;
7858 r_textureframe++; // used only by R_GetCurrentTexture
7862 // don't let sound skip if going slow
7863 if (r_refdef.scene.extraupdate)
7866 R_MeshQueue_BeginScene();
7870 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7872 if (cl.csqc_vidvars.drawworld)
7874 // don't let sound skip if going slow
7875 if (r_refdef.scene.extraupdate)
7878 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7880 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7881 if (r_timereport_active)
7882 R_TimeReport("worldsky");
7885 if (R_DrawBrushModelsSky() && r_timereport_active)
7886 R_TimeReport("bmodelsky");
7888 if (skyrendermasked && skyrenderlater)
7890 // we have to force off the water clipping plane while rendering sky
7894 if (r_timereport_active)
7895 R_TimeReport("sky");
7899 R_AnimCache_CacheVisibleEntities();
7900 if (r_timereport_active)
7901 R_TimeReport("animation");
7903 R_Shadow_PrepareLights();
7904 if (r_timereport_active)
7905 R_TimeReport("preparelights");
7907 if (r_shadow_usingdeferredprepass)
7908 R_Shadow_DrawPrepass();
7910 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7912 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7913 if (r_timereport_active)
7914 R_TimeReport("worlddepth");
7916 if (r_depthfirst.integer >= 2)
7918 R_DrawModelsDepth();
7919 if (r_timereport_active)
7920 R_TimeReport("modeldepth");
7923 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7925 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7926 if (r_timereport_active)
7927 R_TimeReport("world");
7930 // don't let sound skip if going slow
7931 if (r_refdef.scene.extraupdate)
7935 if (r_timereport_active)
7936 R_TimeReport("models");
7938 // don't let sound skip if going slow
7939 if (r_refdef.scene.extraupdate)
7942 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7944 R_DrawModelShadows();
7945 R_ResetViewRendering3D();
7946 // don't let sound skip if going slow
7947 if (r_refdef.scene.extraupdate)
7951 if (!r_shadow_usingdeferredprepass)
7953 R_Shadow_DrawLights();
7954 if (r_timereport_active)
7955 R_TimeReport("rtlights");
7958 // don't let sound skip if going slow
7959 if (r_refdef.scene.extraupdate)
7962 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7964 R_DrawModelShadows();
7965 R_ResetViewRendering3D();
7966 // don't let sound skip if going slow
7967 if (r_refdef.scene.extraupdate)
7971 if (cl.csqc_vidvars.drawworld)
7973 if (cl_decals_newsystem.integer)
7975 R_DrawModelDecals();
7976 if (r_timereport_active)
7977 R_TimeReport("modeldecals");
7982 if (r_timereport_active)
7983 R_TimeReport("decals");
7987 if (r_timereport_active)
7988 R_TimeReport("particles");
7991 if (r_timereport_active)
7992 R_TimeReport("explosions");
7994 R_DrawLightningBeams();
7995 if (r_timereport_active)
7996 R_TimeReport("lightning");
7999 VM_CL_AddPolygonsToMeshQueue();
8001 if (r_refdef.view.showdebug)
8003 if (cl_locs_show.integer)
8006 if (r_timereport_active)
8007 R_TimeReport("showlocs");
8010 if (r_drawportals.integer)
8013 if (r_timereport_active)
8014 R_TimeReport("portals");
8017 if (r_showbboxes.value > 0)
8019 R_DrawEntityBBoxes();
8020 if (r_timereport_active)
8021 R_TimeReport("bboxes");
8025 R_MeshQueue_RenderTransparent();
8026 if (r_timereport_active)
8027 R_TimeReport("drawtrans");
8029 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))
8031 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8032 if (r_timereport_active)
8033 R_TimeReport("worlddebug");
8034 R_DrawModelsDebug();
8035 if (r_timereport_active)
8036 R_TimeReport("modeldebug");
8039 if (cl.csqc_vidvars.drawworld)
8041 R_Shadow_DrawCoronas();
8042 if (r_timereport_active)
8043 R_TimeReport("coronas");
8046 // don't let sound skip if going slow
8047 if (r_refdef.scene.extraupdate)
8050 R_ResetViewRendering2D();
8053 static const unsigned short bboxelements[36] =
8063 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8066 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8068 RSurf_ActiveWorldEntity();
8070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8071 GL_DepthMask(false);
8072 GL_DepthRange(0, 1);
8073 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8074 R_Mesh_ResetTextureState();
8076 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8077 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8078 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8079 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8080 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8081 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8082 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8083 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8084 R_FillColors(color4f, 8, cr, cg, cb, ca);
8085 if (r_refdef.fogenabled)
8087 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8089 f1 = RSurf_FogVertex(v);
8091 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8092 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8093 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8096 R_Mesh_VertexPointer(vertex3f, 0, 0);
8097 R_Mesh_ColorPointer(color4f, 0, 0);
8098 R_Mesh_ResetTextureState();
8099 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8100 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8103 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8107 prvm_edict_t *edict;
8108 prvm_prog_t *prog_save = prog;
8110 // this function draws bounding boxes of server entities
8114 GL_CullFace(GL_NONE);
8115 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8119 for (i = 0;i < numsurfaces;i++)
8121 edict = PRVM_EDICT_NUM(surfacelist[i]);
8122 switch ((int)edict->fields.server->solid)
8124 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8125 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8126 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8127 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8128 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8129 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8131 color[3] *= r_showbboxes.value;
8132 color[3] = bound(0, color[3], 1);
8133 GL_DepthTest(!r_showdisabledepthtest.integer);
8134 GL_CullFace(r_refdef.view.cullface_front);
8135 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8141 static void R_DrawEntityBBoxes(void)
8144 prvm_edict_t *edict;
8146 prvm_prog_t *prog_save = prog;
8148 // this function draws bounding boxes of server entities
8154 for (i = 0;i < prog->num_edicts;i++)
8156 edict = PRVM_EDICT_NUM(i);
8157 if (edict->priv.server->free)
8159 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8160 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8162 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8164 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8165 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8171 static const int nomodelelement3i[24] =
8183 static const unsigned short nomodelelement3s[24] =
8195 static const float nomodelvertex3f[6*3] =
8205 static const float nomodelcolor4f[6*4] =
8207 0.0f, 0.0f, 0.5f, 1.0f,
8208 0.0f, 0.0f, 0.5f, 1.0f,
8209 0.0f, 0.5f, 0.0f, 1.0f,
8210 0.0f, 0.5f, 0.0f, 1.0f,
8211 0.5f, 0.0f, 0.0f, 1.0f,
8212 0.5f, 0.0f, 0.0f, 1.0f
8215 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8221 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8223 // this is only called once per entity so numsurfaces is always 1, and
8224 // surfacelist is always {0}, so this code does not handle batches
8226 if (rsurface.ent_flags & RENDER_ADDITIVE)
8228 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8229 GL_DepthMask(false);
8231 else if (rsurface.colormod[3] < 1)
8233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8234 GL_DepthMask(false);
8238 GL_BlendFunc(GL_ONE, GL_ZERO);
8241 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8242 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8243 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8244 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8245 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8246 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8247 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8248 R_Mesh_ColorPointer(color4f, 0, 0);
8249 for (i = 0, c = color4f;i < 6;i++, c += 4)
8251 c[0] *= rsurface.colormod[0];
8252 c[1] *= rsurface.colormod[1];
8253 c[2] *= rsurface.colormod[2];
8254 c[3] *= rsurface.colormod[3];
8256 if (r_refdef.fogenabled)
8258 for (i = 0, c = color4f;i < 6;i++, c += 4)
8260 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8262 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8263 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8264 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8267 R_Mesh_ResetTextureState();
8268 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8271 void R_DrawNoModel(entity_render_t *ent)
8274 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8275 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8276 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8278 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8281 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8283 vec3_t right1, right2, diff, normal;
8285 VectorSubtract (org2, org1, normal);
8287 // calculate 'right' vector for start
8288 VectorSubtract (r_refdef.view.origin, org1, diff);
8289 CrossProduct (normal, diff, right1);
8290 VectorNormalize (right1);
8292 // calculate 'right' vector for end
8293 VectorSubtract (r_refdef.view.origin, org2, diff);
8294 CrossProduct (normal, diff, right2);
8295 VectorNormalize (right2);
8297 vert[ 0] = org1[0] + width * right1[0];
8298 vert[ 1] = org1[1] + width * right1[1];
8299 vert[ 2] = org1[2] + width * right1[2];
8300 vert[ 3] = org1[0] - width * right1[0];
8301 vert[ 4] = org1[1] - width * right1[1];
8302 vert[ 5] = org1[2] - width * right1[2];
8303 vert[ 6] = org2[0] - width * right2[0];
8304 vert[ 7] = org2[1] - width * right2[1];
8305 vert[ 8] = org2[2] - width * right2[2];
8306 vert[ 9] = org2[0] + width * right2[0];
8307 vert[10] = org2[1] + width * right2[1];
8308 vert[11] = org2[2] + width * right2[2];
8311 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8313 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8314 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8315 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8316 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8317 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8318 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8319 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8320 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8321 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8322 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8323 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8324 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8327 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8332 VectorSet(v, x, y, z);
8333 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8334 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8336 if (i == mesh->numvertices)
8338 if (mesh->numvertices < mesh->maxvertices)
8340 VectorCopy(v, vertex3f);
8341 mesh->numvertices++;
8343 return mesh->numvertices;
8349 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8353 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8354 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8355 e = mesh->element3i + mesh->numtriangles * 3;
8356 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8358 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8359 if (mesh->numtriangles < mesh->maxtriangles)
8364 mesh->numtriangles++;
8366 element[1] = element[2];
8370 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8374 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8375 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8376 e = mesh->element3i + mesh->numtriangles * 3;
8377 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8379 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8380 if (mesh->numtriangles < mesh->maxtriangles)
8385 mesh->numtriangles++;
8387 element[1] = element[2];
8391 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8392 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8394 int planenum, planenum2;
8397 mplane_t *plane, *plane2;
8399 double temppoints[2][256*3];
8400 // figure out how large a bounding box we need to properly compute this brush
8402 for (w = 0;w < numplanes;w++)
8403 maxdist = max(maxdist, fabs(planes[w].dist));
8404 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8405 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8406 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8410 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8411 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8413 if (planenum2 == planenum)
8415 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
8418 if (tempnumpoints < 3)
8420 // generate elements forming a triangle fan for this polygon
8421 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8425 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
8427 texturelayer_t *layer;
8428 layer = t->currentlayers + t->currentnumlayers++;
8430 layer->depthmask = depthmask;
8431 layer->blendfunc1 = blendfunc1;
8432 layer->blendfunc2 = blendfunc2;
8433 layer->texture = texture;
8434 layer->texmatrix = *matrix;
8435 layer->color[0] = r;
8436 layer->color[1] = g;
8437 layer->color[2] = b;
8438 layer->color[3] = a;
8441 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8444 index = parms[2] + r_refdef.scene.time * parms[3];
8445 index -= floor(index);
8449 case Q3WAVEFUNC_NONE:
8450 case Q3WAVEFUNC_NOISE:
8451 case Q3WAVEFUNC_COUNT:
8454 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8455 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8456 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8457 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8458 case Q3WAVEFUNC_TRIANGLE:
8460 f = index - floor(index);
8471 return (float)(parms[0] + parms[1] * f);
8474 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8479 matrix4x4_t matrix, temp;
8480 switch(tcmod->tcmod)
8484 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8485 matrix = r_waterscrollmatrix;
8487 matrix = identitymatrix;
8489 case Q3TCMOD_ENTITYTRANSLATE:
8490 // this is used in Q3 to allow the gamecode to control texcoord
8491 // scrolling on the entity, which is not supported in darkplaces yet.
8492 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8494 case Q3TCMOD_ROTATE:
8495 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8496 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8497 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8500 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8502 case Q3TCMOD_SCROLL:
8503 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8505 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8506 w = (int) tcmod->parms[0];
8507 h = (int) tcmod->parms[1];
8508 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8510 idx = (int) floor(f * w * h);
8511 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8513 case Q3TCMOD_STRETCH:
8514 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8515 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8517 case Q3TCMOD_TRANSFORM:
8518 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8519 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8520 VectorSet(tcmat + 6, 0 , 0 , 1);
8521 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8522 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8524 case Q3TCMOD_TURBULENT:
8525 // this is handled in the RSurf_PrepareVertices function
8526 matrix = identitymatrix;
8530 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8533 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8535 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8536 char name[MAX_QPATH];
8537 skinframe_t *skinframe;
8538 unsigned char pixels[296*194];
8539 strlcpy(cache->name, skinname, sizeof(cache->name));
8540 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8541 if (developer_loading.integer)
8542 Con_Printf("loading %s\n", name);
8543 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8544 if (!skinframe || !skinframe->base)
8547 fs_offset_t filesize;
8549 f = FS_LoadFile(name, tempmempool, true, &filesize);
8552 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8553 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8557 cache->skinframe = skinframe;
8560 texture_t *R_GetCurrentTexture(texture_t *t)
8563 const entity_render_t *ent = rsurface.entity;
8564 dp_model_t *model = ent->model;
8565 q3shaderinfo_layer_tcmod_t *tcmod;
8567 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8568 return t->currentframe;
8569 t->update_lastrenderframe = r_textureframe;
8570 t->update_lastrenderentity = (void *)ent;
8572 // switch to an alternate material if this is a q1bsp animated material
8574 texture_t *texture = t;
8575 int s = rsurface.ent_skinnum;
8576 if ((unsigned int)s >= (unsigned int)model->numskins)
8578 if (model->skinscenes)
8580 if (model->skinscenes[s].framecount > 1)
8581 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8583 s = model->skinscenes[s].firstframe;
8586 t = t + s * model->num_surfaces;
8589 // use an alternate animation if the entity's frame is not 0,
8590 // and only if the texture has an alternate animation
8591 if (rsurface.ent_alttextures && t->anim_total[1])
8592 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8594 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8596 texture->currentframe = t;
8599 // update currentskinframe to be a qw skin or animation frame
8600 if (rsurface.ent_qwskin >= 0)
8602 i = rsurface.ent_qwskin;
8603 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8605 r_qwskincache_size = cl.maxclients;
8607 Mem_Free(r_qwskincache);
8608 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8610 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8611 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8612 t->currentskinframe = r_qwskincache[i].skinframe;
8613 if (t->currentskinframe == NULL)
8614 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8616 else if (t->numskinframes >= 2)
8617 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8618 if (t->backgroundnumskinframes >= 2)
8619 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8621 t->currentmaterialflags = t->basematerialflags;
8622 t->currentalpha = rsurface.colormod[3];
8623 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8624 t->currentalpha *= r_wateralpha.value;
8625 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8626 t->currentalpha *= t->r_water_wateralpha;
8627 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8628 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8629 if (!(rsurface.ent_flags & RENDER_LIGHT))
8630 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8631 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8633 // pick a model lighting mode
8634 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8635 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8637 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8639 if (rsurface.ent_flags & RENDER_ADDITIVE)
8640 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8641 else if (t->currentalpha < 1)
8642 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8643 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8644 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8645 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8646 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8647 if (t->backgroundnumskinframes)
8648 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8649 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8651 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8652 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8655 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8656 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8657 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8659 // there is no tcmod
8660 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8662 t->currenttexmatrix = r_waterscrollmatrix;
8663 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8665 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8667 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8668 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8671 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8672 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8673 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8674 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8676 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8677 if (t->currentskinframe->qpixels)
8678 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8679 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8680 if (!t->basetexture)
8681 t->basetexture = r_texture_notexture;
8682 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8683 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8684 t->nmaptexture = t->currentskinframe->nmap;
8685 if (!t->nmaptexture)
8686 t->nmaptexture = r_texture_blanknormalmap;
8687 t->glosstexture = r_texture_black;
8688 t->glowtexture = t->currentskinframe->glow;
8689 t->fogtexture = t->currentskinframe->fog;
8690 if (t->backgroundnumskinframes)
8692 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8693 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8694 t->backgroundglosstexture = r_texture_black;
8695 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8696 if (!t->backgroundnmaptexture)
8697 t->backgroundnmaptexture = r_texture_blanknormalmap;
8701 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8702 t->backgroundnmaptexture = r_texture_blanknormalmap;
8703 t->backgroundglosstexture = r_texture_black;
8704 t->backgroundglowtexture = NULL;
8706 t->specularpower = r_shadow_glossexponent.value;
8707 // TODO: store reference values for these in the texture?
8708 t->specularscale = 0;
8709 if (r_shadow_gloss.integer > 0)
8711 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8713 if (r_shadow_glossintensity.value > 0)
8715 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8716 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8717 t->specularscale = r_shadow_glossintensity.value;
8720 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8722 t->glosstexture = r_texture_white;
8723 t->backgroundglosstexture = r_texture_white;
8724 t->specularscale = r_shadow_gloss2intensity.value;
8725 t->specularpower = r_shadow_gloss2exponent.value;
8728 t->specularscale *= t->specularscalemod;
8729 t->specularpower *= t->specularpowermod;
8731 // lightmaps mode looks bad with dlights using actual texturing, so turn
8732 // off the colormap and glossmap, but leave the normalmap on as it still
8733 // accurately represents the shading involved
8734 if (gl_lightmaps.integer)
8736 t->basetexture = r_texture_grey128;
8737 t->pantstexture = r_texture_black;
8738 t->shirttexture = r_texture_black;
8739 t->nmaptexture = r_texture_blanknormalmap;
8740 t->glosstexture = r_texture_black;
8741 t->glowtexture = NULL;
8742 t->fogtexture = NULL;
8743 t->backgroundbasetexture = NULL;
8744 t->backgroundnmaptexture = r_texture_blanknormalmap;
8745 t->backgroundglosstexture = r_texture_black;
8746 t->backgroundglowtexture = NULL;
8747 t->specularscale = 0;
8748 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8751 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8752 VectorClear(t->dlightcolor);
8753 t->currentnumlayers = 0;
8754 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8756 int blendfunc1, blendfunc2;
8758 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8760 blendfunc1 = GL_SRC_ALPHA;
8761 blendfunc2 = GL_ONE;
8763 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8765 blendfunc1 = GL_SRC_ALPHA;
8766 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8768 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8770 blendfunc1 = t->customblendfunc[0];
8771 blendfunc2 = t->customblendfunc[1];
8775 blendfunc1 = GL_ONE;
8776 blendfunc2 = GL_ZERO;
8778 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8779 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8781 // fullbright is not affected by r_refdef.lightmapintensity
8782 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]);
8783 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8784 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]);
8785 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8786 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]);
8790 vec3_t ambientcolor;
8792 // set the color tint used for lights affecting this surface
8793 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8795 // q3bsp has no lightmap updates, so the lightstylevalue that
8796 // would normally be baked into the lightmap must be
8797 // applied to the color
8798 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8799 if (model->type == mod_brushq3)
8800 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8801 colorscale *= r_refdef.lightmapintensity;
8802 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8803 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8804 // basic lit geometry
8805 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]);
8806 // add pants/shirt if needed
8807 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8808 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]);
8809 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8810 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]);
8811 // now add ambient passes if needed
8812 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8814 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]);
8815 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8816 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]);
8817 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8818 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]);
8821 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8822 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]);
8823 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8825 // if this is opaque use alpha blend which will darken the earlier
8828 // if this is an alpha blended material, all the earlier passes
8829 // were darkened by fog already, so we only need to add the fog
8830 // color ontop through the fog mask texture
8832 // if this is an additive blended material, all the earlier passes
8833 // were darkened by fog already, and we should not add fog color
8834 // (because the background was not darkened, there is no fog color
8835 // that was lost behind it).
8836 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]);
8840 return t->currentframe;
8843 rsurfacestate_t rsurface;
8845 void R_Mesh_ResizeArrays(int newvertices)
8848 if (rsurface.array_size >= newvertices)
8850 if (rsurface.array_modelvertex3f)
8851 Mem_Free(rsurface.array_modelvertex3f);
8852 rsurface.array_size = (newvertices + 1023) & ~1023;
8853 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8854 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8855 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8856 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8857 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8858 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8859 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8860 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8861 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8862 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8863 rsurface.array_color4f = base + rsurface.array_size * 27;
8864 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8867 void RSurf_ActiveWorldEntity(void)
8869 dp_model_t *model = r_refdef.scene.worldmodel;
8870 //if (rsurface.entity == r_refdef.scene.worldentity)
8872 rsurface.entity = r_refdef.scene.worldentity;
8873 rsurface.skeleton = NULL;
8874 rsurface.ent_skinnum = 0;
8875 rsurface.ent_qwskin = -1;
8876 rsurface.ent_shadertime = 0;
8877 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8878 if (rsurface.array_size < model->surfmesh.num_vertices)
8879 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8880 rsurface.matrix = identitymatrix;
8881 rsurface.inversematrix = identitymatrix;
8882 rsurface.matrixscale = 1;
8883 rsurface.inversematrixscale = 1;
8884 R_EntityMatrix(&identitymatrix);
8885 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8886 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8887 rsurface.fograngerecip = r_refdef.fograngerecip;
8888 rsurface.fogheightfade = r_refdef.fogheightfade;
8889 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8890 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8891 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8892 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8893 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8894 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8895 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8896 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8897 rsurface.colormod[3] = 1;
8898 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8899 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8900 rsurface.frameblend[0].lerp = 1;
8901 rsurface.ent_alttextures = false;
8902 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8903 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8904 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8905 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8906 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8907 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8908 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8909 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8910 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8911 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8912 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8913 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8914 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8915 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8916 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8917 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8918 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8919 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8920 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8921 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8922 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8923 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8924 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8925 rsurface.modelelement3i = model->surfmesh.data_element3i;
8926 rsurface.modelelement3s = model->surfmesh.data_element3s;
8927 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8928 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8929 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8930 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8931 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8932 rsurface.modelsurfaces = model->data_surfaces;
8933 rsurface.generatedvertex = false;
8934 rsurface.vertex3f = rsurface.modelvertex3f;
8935 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8936 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8937 rsurface.svector3f = rsurface.modelsvector3f;
8938 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8939 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8940 rsurface.tvector3f = rsurface.modeltvector3f;
8941 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8942 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8943 rsurface.normal3f = rsurface.modelnormal3f;
8944 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8945 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8946 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8949 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8951 dp_model_t *model = ent->model;
8952 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8954 rsurface.entity = (entity_render_t *)ent;
8955 rsurface.skeleton = ent->skeleton;
8956 rsurface.ent_skinnum = ent->skinnum;
8957 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8958 rsurface.ent_shadertime = ent->shadertime;
8959 rsurface.ent_flags = ent->flags;
8960 if (rsurface.array_size < model->surfmesh.num_vertices)
8961 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8962 rsurface.matrix = ent->matrix;
8963 rsurface.inversematrix = ent->inversematrix;
8964 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8965 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8966 R_EntityMatrix(&rsurface.matrix);
8967 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8968 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8969 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8970 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8971 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8972 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8973 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8974 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8975 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8976 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8977 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8978 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8979 rsurface.colormod[3] = ent->alpha;
8980 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8981 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8982 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8983 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8984 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8985 if (ent->model->brush.submodel && !prepass)
8987 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8988 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8990 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8992 if (ent->animcache_vertex3f && !r_framedata_failed)
8994 rsurface.modelvertex3f = ent->animcache_vertex3f;
8995 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8996 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8997 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8999 else if (wanttangents)
9001 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9002 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9003 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9004 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9005 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9007 else if (wantnormals)
9009 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9010 rsurface.modelsvector3f = NULL;
9011 rsurface.modeltvector3f = NULL;
9012 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9013 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9017 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9018 rsurface.modelsvector3f = NULL;
9019 rsurface.modeltvector3f = NULL;
9020 rsurface.modelnormal3f = NULL;
9021 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9023 rsurface.modelvertex3f_bufferobject = 0;
9024 rsurface.modelvertex3f_bufferoffset = 0;
9025 rsurface.modelsvector3f_bufferobject = 0;
9026 rsurface.modelsvector3f_bufferoffset = 0;
9027 rsurface.modeltvector3f_bufferobject = 0;
9028 rsurface.modeltvector3f_bufferoffset = 0;
9029 rsurface.modelnormal3f_bufferobject = 0;
9030 rsurface.modelnormal3f_bufferoffset = 0;
9031 rsurface.generatedvertex = true;
9035 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9036 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9037 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9038 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9039 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9040 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9041 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9042 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9043 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9044 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9045 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9046 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9047 rsurface.generatedvertex = false;
9049 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9050 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9051 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9052 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9053 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9054 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9055 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9056 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9057 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9058 rsurface.modelelement3i = model->surfmesh.data_element3i;
9059 rsurface.modelelement3s = model->surfmesh.data_element3s;
9060 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9061 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9062 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9063 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9064 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9065 rsurface.modelsurfaces = model->data_surfaces;
9066 rsurface.vertex3f = rsurface.modelvertex3f;
9067 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9068 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9069 rsurface.svector3f = rsurface.modelsvector3f;
9070 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9071 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9072 rsurface.tvector3f = rsurface.modeltvector3f;
9073 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9074 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9075 rsurface.normal3f = rsurface.modelnormal3f;
9076 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9077 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9078 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9081 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9083 rsurface.entity = r_refdef.scene.worldentity;
9084 rsurface.skeleton = NULL;
9085 rsurface.ent_skinnum = 0;
9086 rsurface.ent_qwskin = -1;
9087 rsurface.ent_shadertime = shadertime;
9088 rsurface.ent_flags = entflags;
9089 rsurface.modelnum_vertices = numvertices;
9090 rsurface.modelnum_triangles = numtriangles;
9091 if (rsurface.array_size < rsurface.modelnum_vertices)
9092 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9093 rsurface.matrix = *matrix;
9094 rsurface.inversematrix = *inversematrix;
9095 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9096 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9097 R_EntityMatrix(&rsurface.matrix);
9098 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9099 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9100 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9101 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9102 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9103 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9104 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9105 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9106 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9107 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9108 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9109 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9110 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9111 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9112 rsurface.frameblend[0].lerp = 1;
9113 rsurface.ent_alttextures = false;
9114 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9115 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9118 rsurface.modelvertex3f = vertex3f;
9119 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9120 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9121 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9123 else if (wantnormals)
9125 rsurface.modelvertex3f = vertex3f;
9126 rsurface.modelsvector3f = NULL;
9127 rsurface.modeltvector3f = NULL;
9128 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9132 rsurface.modelvertex3f = vertex3f;
9133 rsurface.modelsvector3f = NULL;
9134 rsurface.modeltvector3f = NULL;
9135 rsurface.modelnormal3f = NULL;
9137 rsurface.modelvertex3f_bufferobject = 0;
9138 rsurface.modelvertex3f_bufferoffset = 0;
9139 rsurface.modelsvector3f_bufferobject = 0;
9140 rsurface.modelsvector3f_bufferoffset = 0;
9141 rsurface.modeltvector3f_bufferobject = 0;
9142 rsurface.modeltvector3f_bufferoffset = 0;
9143 rsurface.modelnormal3f_bufferobject = 0;
9144 rsurface.modelnormal3f_bufferoffset = 0;
9145 rsurface.generatedvertex = true;
9146 rsurface.modellightmapcolor4f = color4f;
9147 rsurface.modellightmapcolor4f_bufferobject = 0;
9148 rsurface.modellightmapcolor4f_bufferoffset = 0;
9149 rsurface.modeltexcoordtexture2f = texcoord2f;
9150 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9151 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9152 rsurface.modeltexcoordlightmap2f = NULL;
9153 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9154 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9155 rsurface.modelelement3i = element3i;
9156 rsurface.modelelement3s = element3s;
9157 rsurface.modelelement3i_bufferobject = 0;
9158 rsurface.modelelement3s_bufferobject = 0;
9159 rsurface.modellightmapoffsets = NULL;
9160 rsurface.modelsurfaces = NULL;
9161 rsurface.vertex3f = rsurface.modelvertex3f;
9162 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9163 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9164 rsurface.svector3f = rsurface.modelsvector3f;
9165 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9166 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9167 rsurface.tvector3f = rsurface.modeltvector3f;
9168 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9169 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9170 rsurface.normal3f = rsurface.modelnormal3f;
9171 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9172 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9173 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9175 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9177 if ((wantnormals || wanttangents) && !normal3f)
9178 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9179 if (wanttangents && !svector3f)
9180 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9184 float RSurf_FogPoint(const float *v)
9186 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9187 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9188 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9189 float FogHeightFade = r_refdef.fogheightfade;
9191 unsigned int fogmasktableindex;
9192 if (r_refdef.fogplaneviewabove)
9193 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9195 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9196 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9197 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9200 float RSurf_FogVertex(const float *v)
9202 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9203 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9204 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9205 float FogHeightFade = rsurface.fogheightfade;
9207 unsigned int fogmasktableindex;
9208 if (r_refdef.fogplaneviewabove)
9209 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9211 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9212 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9213 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9216 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9217 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9220 int texturesurfaceindex;
9225 const float *v1, *in_tc;
9227 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9229 q3shaderinfo_deform_t *deform;
9230 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9231 if (rsurface.generatedvertex)
9233 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9234 generatenormals = true;
9235 for (i = 0;i < Q3MAXDEFORMS;i++)
9237 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9239 generatetangents = true;
9240 generatenormals = true;
9242 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9243 generatenormals = true;
9245 if (generatenormals && !rsurface.modelnormal3f)
9247 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9248 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9249 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9250 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9252 if (generatetangents && !rsurface.modelsvector3f)
9254 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9255 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9256 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9257 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9258 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9259 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9260 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9263 rsurface.vertex3f = rsurface.modelvertex3f;
9264 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9265 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9266 rsurface.svector3f = rsurface.modelsvector3f;
9267 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9268 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9269 rsurface.tvector3f = rsurface.modeltvector3f;
9270 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9271 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9272 rsurface.normal3f = rsurface.modelnormal3f;
9273 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9274 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9275 // if vertices are deformed (sprite flares and things in maps, possibly
9276 // water waves, bulges and other deformations), generate them into
9277 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9278 // (may be static model data or generated data for an animated model, or
9279 // the previous deform pass)
9280 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9282 switch (deform->deform)
9285 case Q3DEFORM_PROJECTIONSHADOW:
9286 case Q3DEFORM_TEXT0:
9287 case Q3DEFORM_TEXT1:
9288 case Q3DEFORM_TEXT2:
9289 case Q3DEFORM_TEXT3:
9290 case Q3DEFORM_TEXT4:
9291 case Q3DEFORM_TEXT5:
9292 case Q3DEFORM_TEXT6:
9293 case Q3DEFORM_TEXT7:
9296 case Q3DEFORM_AUTOSPRITE:
9297 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9298 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9299 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9300 VectorNormalize(newforward);
9301 VectorNormalize(newright);
9302 VectorNormalize(newup);
9303 // make deformed versions of only the model vertices used by the specified surfaces
9304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9307 // a single autosprite surface can contain multiple sprites...
9308 for (j = 0;j < surface->num_vertices - 3;j += 4)
9310 VectorClear(center);
9311 for (i = 0;i < 4;i++)
9312 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9313 VectorScale(center, 0.25f, center);
9314 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9315 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9316 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9317 for (i = 0;i < 4;i++)
9319 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9320 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9323 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9324 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9326 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9327 rsurface.vertex3f_bufferobject = 0;
9328 rsurface.vertex3f_bufferoffset = 0;
9329 rsurface.svector3f = rsurface.array_deformedsvector3f;
9330 rsurface.svector3f_bufferobject = 0;
9331 rsurface.svector3f_bufferoffset = 0;
9332 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9333 rsurface.tvector3f_bufferobject = 0;
9334 rsurface.tvector3f_bufferoffset = 0;
9335 rsurface.normal3f = rsurface.array_deformednormal3f;
9336 rsurface.normal3f_bufferobject = 0;
9337 rsurface.normal3f_bufferoffset = 0;
9339 case Q3DEFORM_AUTOSPRITE2:
9340 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9341 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9342 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9343 VectorNormalize(newforward);
9344 VectorNormalize(newright);
9345 VectorNormalize(newup);
9346 // make deformed versions of only the model vertices used by the specified surfaces
9347 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9349 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9350 const float *v1, *v2;
9360 memset(shortest, 0, sizeof(shortest));
9361 // a single autosprite surface can contain multiple sprites...
9362 for (j = 0;j < surface->num_vertices - 3;j += 4)
9364 VectorClear(center);
9365 for (i = 0;i < 4;i++)
9366 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9367 VectorScale(center, 0.25f, center);
9368 // find the two shortest edges, then use them to define the
9369 // axis vectors for rotating around the central axis
9370 for (i = 0;i < 6;i++)
9372 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9373 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9375 Debug_PolygonBegin(NULL, 0);
9376 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9377 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9378 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9381 l = VectorDistance2(v1, v2);
9382 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9384 l += (1.0f / 1024.0f);
9385 if (shortest[0].length2 > l || i == 0)
9387 shortest[1] = shortest[0];
9388 shortest[0].length2 = l;
9389 shortest[0].v1 = v1;
9390 shortest[0].v2 = v2;
9392 else if (shortest[1].length2 > l || i == 1)
9394 shortest[1].length2 = l;
9395 shortest[1].v1 = v1;
9396 shortest[1].v2 = v2;
9399 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9400 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9402 Debug_PolygonBegin(NULL, 0);
9403 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9404 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9405 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9408 // this calculates the right vector from the shortest edge
9409 // and the up vector from the edge midpoints
9410 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9411 VectorNormalize(right);
9412 VectorSubtract(end, start, up);
9413 VectorNormalize(up);
9414 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9415 VectorSubtract(rsurface.localvieworigin, center, forward);
9416 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9417 VectorNegate(forward, forward);
9418 VectorReflect(forward, 0, up, forward);
9419 VectorNormalize(forward);
9420 CrossProduct(up, forward, newright);
9421 VectorNormalize(newright);
9423 Debug_PolygonBegin(NULL, 0);
9424 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9425 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9426 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9430 Debug_PolygonBegin(NULL, 0);
9431 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9432 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9433 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9436 // rotate the quad around the up axis vector, this is made
9437 // especially easy by the fact we know the quad is flat,
9438 // so we only have to subtract the center position and
9439 // measure distance along the right vector, and then
9440 // multiply that by the newright vector and add back the
9442 // we also need to subtract the old position to undo the
9443 // displacement from the center, which we do with a
9444 // DotProduct, the subtraction/addition of center is also
9445 // optimized into DotProducts here
9446 l = DotProduct(right, center);
9447 for (i = 0;i < 4;i++)
9449 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9450 f = DotProduct(right, v1) - l;
9451 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9454 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9455 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9457 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9458 rsurface.vertex3f_bufferobject = 0;
9459 rsurface.vertex3f_bufferoffset = 0;
9460 rsurface.svector3f = rsurface.array_deformedsvector3f;
9461 rsurface.svector3f_bufferobject = 0;
9462 rsurface.svector3f_bufferoffset = 0;
9463 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9464 rsurface.tvector3f_bufferobject = 0;
9465 rsurface.tvector3f_bufferoffset = 0;
9466 rsurface.normal3f = rsurface.array_deformednormal3f;
9467 rsurface.normal3f_bufferobject = 0;
9468 rsurface.normal3f_bufferoffset = 0;
9470 case Q3DEFORM_NORMAL:
9471 // deform the normals to make reflections wavey
9472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9474 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9475 for (j = 0;j < surface->num_vertices;j++)
9478 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9479 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9480 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9481 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9482 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9483 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9484 VectorNormalize(normal);
9486 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9488 rsurface.svector3f = rsurface.array_deformedsvector3f;
9489 rsurface.svector3f_bufferobject = 0;
9490 rsurface.svector3f_bufferoffset = 0;
9491 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9492 rsurface.tvector3f_bufferobject = 0;
9493 rsurface.tvector3f_bufferoffset = 0;
9494 rsurface.normal3f = rsurface.array_deformednormal3f;
9495 rsurface.normal3f_bufferobject = 0;
9496 rsurface.normal3f_bufferoffset = 0;
9499 // deform vertex array to make wavey water and flags and such
9500 waveparms[0] = deform->waveparms[0];
9501 waveparms[1] = deform->waveparms[1];
9502 waveparms[2] = deform->waveparms[2];
9503 waveparms[3] = deform->waveparms[3];
9504 // this is how a divisor of vertex influence on deformation
9505 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9506 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9507 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9509 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9510 for (j = 0;j < surface->num_vertices;j++)
9512 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9513 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9514 // if the wavefunc depends on time, evaluate it per-vertex
9517 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9518 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9520 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9523 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9524 rsurface.vertex3f_bufferobject = 0;
9525 rsurface.vertex3f_bufferoffset = 0;
9527 case Q3DEFORM_BULGE:
9528 // deform vertex array to make the surface have moving bulges
9529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9531 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9532 for (j = 0;j < surface->num_vertices;j++)
9534 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9535 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9538 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9539 rsurface.vertex3f_bufferobject = 0;
9540 rsurface.vertex3f_bufferoffset = 0;
9543 // deform vertex array
9544 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9545 VectorScale(deform->parms, scale, waveparms);
9546 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9548 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9549 for (j = 0;j < surface->num_vertices;j++)
9550 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9552 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9553 rsurface.vertex3f_bufferobject = 0;
9554 rsurface.vertex3f_bufferoffset = 0;
9558 // generate texcoords based on the chosen texcoord source
9559 switch(rsurface.texture->tcgen.tcgen)
9562 case Q3TCGEN_TEXTURE:
9563 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9564 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9565 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9567 case Q3TCGEN_LIGHTMAP:
9568 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9569 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9570 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9572 case Q3TCGEN_VECTOR:
9573 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9575 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9576 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9578 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9579 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9582 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9583 rsurface.texcoordtexture2f_bufferobject = 0;
9584 rsurface.texcoordtexture2f_bufferoffset = 0;
9586 case Q3TCGEN_ENVIRONMENT:
9587 // make environment reflections using a spheremap
9588 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9590 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9591 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9592 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9593 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9594 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9596 // identical to Q3A's method, but executed in worldspace so
9597 // carried models can be shiny too
9599 float viewer[3], d, reflected[3], worldreflected[3];
9601 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9602 // VectorNormalize(viewer);
9604 d = DotProduct(normal, viewer);
9606 reflected[0] = normal[0]*2*d - viewer[0];
9607 reflected[1] = normal[1]*2*d - viewer[1];
9608 reflected[2] = normal[2]*2*d - viewer[2];
9609 // note: this is proportinal to viewer, so we can normalize later
9611 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9612 VectorNormalize(worldreflected);
9614 // note: this sphere map only uses world x and z!
9615 // so positive and negative y will LOOK THE SAME.
9616 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9617 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9620 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9621 rsurface.texcoordtexture2f_bufferobject = 0;
9622 rsurface.texcoordtexture2f_bufferoffset = 0;
9625 // the only tcmod that needs software vertex processing is turbulent, so
9626 // check for it here and apply the changes if needed
9627 // and we only support that as the first one
9628 // (handling a mixture of turbulent and other tcmods would be problematic
9629 // without punting it entirely to a software path)
9630 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9632 amplitude = rsurface.texture->tcmods[0].parms[1];
9633 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9634 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9636 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9637 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9639 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9640 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9643 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9644 rsurface.texcoordtexture2f_bufferobject = 0;
9645 rsurface.texcoordtexture2f_bufferoffset = 0;
9647 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9648 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9649 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9650 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9653 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9656 const msurface_t *surface = texturesurfacelist[0];
9657 const msurface_t *surface2;
9662 // TODO: lock all array ranges before render, rather than on each surface
9663 if (texturenumsurfaces == 1)
9664 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);
9665 else if (r_batchmode.integer == 2)
9667 #define MAXBATCHTRIANGLES 4096
9668 int batchtriangles = 0;
9669 static int batchelements[MAXBATCHTRIANGLES*3];
9670 for (i = 0;i < texturenumsurfaces;i = j)
9672 surface = texturesurfacelist[i];
9674 if (surface->num_triangles > MAXBATCHTRIANGLES)
9676 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);
9679 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9680 batchtriangles = surface->num_triangles;
9681 firstvertex = surface->num_firstvertex;
9682 endvertex = surface->num_firstvertex + surface->num_vertices;
9683 for (;j < texturenumsurfaces;j++)
9685 surface2 = texturesurfacelist[j];
9686 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9688 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9689 batchtriangles += surface2->num_triangles;
9690 firstvertex = min(firstvertex, surface2->num_firstvertex);
9691 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9693 surface2 = texturesurfacelist[j-1];
9694 numvertices = endvertex - firstvertex;
9695 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9698 else if (r_batchmode.integer == 1)
9700 for (i = 0;i < texturenumsurfaces;i = j)
9702 surface = texturesurfacelist[i];
9703 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9704 if (texturesurfacelist[j] != surface2)
9706 surface2 = texturesurfacelist[j-1];
9707 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9708 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9709 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9714 for (i = 0;i < texturenumsurfaces;i++)
9716 surface = texturesurfacelist[i];
9717 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);
9722 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9724 switch(vid.renderpath)
9726 case RENDERPATH_CGGL:
9728 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9729 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9732 case RENDERPATH_GL20:
9733 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9734 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9736 case RENDERPATH_GL13:
9737 case RENDERPATH_GL11:
9738 R_Mesh_TexBind(0, surface->lightmaptexture);
9743 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9745 // pick the closest matching water plane and bind textures
9746 int planeindex, vertexindex;
9750 r_waterstate_waterplane_t *p, *bestp;
9753 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9756 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9758 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9759 d += fabs(PlaneDiff(vert, &p->plane));
9761 if (bestd > d || !bestp)
9767 switch(vid.renderpath)
9769 case RENDERPATH_CGGL:
9771 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9772 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9775 case RENDERPATH_GL20:
9776 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9777 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9779 case RENDERPATH_GL13:
9780 case RENDERPATH_GL11:
9785 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9788 const msurface_t *surface;
9789 if (r_waterstate.renderingscene)
9791 for (i = 0;i < texturenumsurfaces;i++)
9793 surface = texturesurfacelist[i];
9794 RSurf_BindLightmapForSurface(surface);
9795 RSurf_BindReflectionForSurface(surface);
9796 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);
9800 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9804 const msurface_t *surface = texturesurfacelist[0];
9805 const msurface_t *surface2;
9810 if (texturenumsurfaces == 1)
9812 RSurf_BindLightmapForSurface(surface);
9813 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);
9815 else if (r_batchmode.integer == 2)
9817 #define MAXBATCHTRIANGLES 4096
9818 int batchtriangles = 0;
9819 static int batchelements[MAXBATCHTRIANGLES*3];
9820 for (i = 0;i < texturenumsurfaces;i = j)
9822 surface = texturesurfacelist[i];
9823 RSurf_BindLightmapForSurface(surface);
9825 if (surface->num_triangles > MAXBATCHTRIANGLES)
9827 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);
9830 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9831 batchtriangles = surface->num_triangles;
9832 firstvertex = surface->num_firstvertex;
9833 endvertex = surface->num_firstvertex + surface->num_vertices;
9834 for (;j < texturenumsurfaces;j++)
9836 surface2 = texturesurfacelist[j];
9837 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9839 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9840 batchtriangles += surface2->num_triangles;
9841 firstvertex = min(firstvertex, surface2->num_firstvertex);
9842 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9844 surface2 = texturesurfacelist[j-1];
9845 numvertices = endvertex - firstvertex;
9846 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9849 else if (r_batchmode.integer == 1)
9852 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9853 for (i = 0;i < texturenumsurfaces;i = j)
9855 surface = texturesurfacelist[i];
9856 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9857 if (texturesurfacelist[j] != surface2)
9859 Con_Printf(" %i", j - i);
9862 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9864 for (i = 0;i < texturenumsurfaces;i = j)
9866 surface = texturesurfacelist[i];
9867 RSurf_BindLightmapForSurface(surface);
9868 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9869 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9872 Con_Printf(" %i", j - i);
9874 surface2 = texturesurfacelist[j-1];
9875 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9876 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9877 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9885 for (i = 0;i < texturenumsurfaces;i++)
9887 surface = texturesurfacelist[i];
9888 RSurf_BindLightmapForSurface(surface);
9889 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);
9894 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9897 int texturesurfaceindex;
9898 if (r_showsurfaces.integer == 2)
9900 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9902 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9903 for (j = 0;j < surface->num_triangles;j++)
9905 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9906 GL_Color(f, f, f, 1);
9907 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9913 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9915 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9916 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9917 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
9918 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);
9923 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9925 int texturesurfaceindex;
9929 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9931 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9932 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9940 rsurface.lightmapcolor4f = rsurface.array_color4f;
9941 rsurface.lightmapcolor4f_bufferobject = 0;
9942 rsurface.lightmapcolor4f_bufferoffset = 0;
9945 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9947 int texturesurfaceindex;
9953 if (rsurface.lightmapcolor4f)
9955 // generate color arrays for the surfaces in this list
9956 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9958 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9959 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
9961 f = RSurf_FogVertex(v);
9971 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9973 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9974 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9976 f = RSurf_FogVertex(v);
9984 rsurface.lightmapcolor4f = rsurface.array_color4f;
9985 rsurface.lightmapcolor4f_bufferobject = 0;
9986 rsurface.lightmapcolor4f_bufferoffset = 0;
9989 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9991 int texturesurfaceindex;
9997 if (!rsurface.lightmapcolor4f)
9999 // generate color arrays for the surfaces in this list
10000 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10002 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10003 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10005 f = RSurf_FogVertex(v);
10006 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10007 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10008 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10012 rsurface.lightmapcolor4f = rsurface.array_color4f;
10013 rsurface.lightmapcolor4f_bufferobject = 0;
10014 rsurface.lightmapcolor4f_bufferoffset = 0;
10017 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10019 int texturesurfaceindex;
10023 if (!rsurface.lightmapcolor4f)
10025 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10027 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10028 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10036 rsurface.lightmapcolor4f = rsurface.array_color4f;
10037 rsurface.lightmapcolor4f_bufferobject = 0;
10038 rsurface.lightmapcolor4f_bufferoffset = 0;
10041 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10043 int texturesurfaceindex;
10047 if (!rsurface.lightmapcolor4f)
10049 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10051 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10052 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10054 c2[0] = c[0] + r_refdef.scene.ambient;
10055 c2[1] = c[1] + r_refdef.scene.ambient;
10056 c2[2] = c[2] + r_refdef.scene.ambient;
10060 rsurface.lightmapcolor4f = rsurface.array_color4f;
10061 rsurface.lightmapcolor4f_bufferobject = 0;
10062 rsurface.lightmapcolor4f_bufferoffset = 0;
10065 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10068 rsurface.lightmapcolor4f = NULL;
10069 rsurface.lightmapcolor4f_bufferobject = 0;
10070 rsurface.lightmapcolor4f_bufferoffset = 0;
10071 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10072 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10073 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10074 GL_Color(r, g, b, a);
10075 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10078 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10080 // TODO: optimize applyfog && applycolor case
10081 // just apply fog if necessary, and tint the fog color array if necessary
10082 rsurface.lightmapcolor4f = NULL;
10083 rsurface.lightmapcolor4f_bufferobject = 0;
10084 rsurface.lightmapcolor4f_bufferoffset = 0;
10085 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10086 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10087 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10088 GL_Color(r, g, b, a);
10089 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10092 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10094 int texturesurfaceindex;
10098 if (texturesurfacelist[0]->lightmapinfo)
10100 // generate color arrays for the surfaces in this list
10101 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10103 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10104 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10106 if (surface->lightmapinfo->samples)
10108 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10109 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10110 VectorScale(lm, scale, c);
10111 if (surface->lightmapinfo->styles[1] != 255)
10113 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10115 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10116 VectorMA(c, scale, lm, c);
10117 if (surface->lightmapinfo->styles[2] != 255)
10120 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10121 VectorMA(c, scale, lm, c);
10122 if (surface->lightmapinfo->styles[3] != 255)
10125 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10126 VectorMA(c, scale, lm, c);
10136 rsurface.lightmapcolor4f = rsurface.array_color4f;
10137 rsurface.lightmapcolor4f_bufferobject = 0;
10138 rsurface.lightmapcolor4f_bufferoffset = 0;
10142 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10143 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10144 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10146 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10147 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10148 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10149 GL_Color(r, g, b, a);
10150 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10153 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10155 int texturesurfaceindex;
10162 vec3_t ambientcolor;
10163 vec3_t diffusecolor;
10167 VectorCopy(rsurface.modellight_lightdir, lightdir);
10168 f = 0.5f * r_refdef.lightmapintensity;
10169 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10170 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10171 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10172 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10173 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10174 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10176 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10178 // generate color arrays for the surfaces in this list
10179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10182 int numverts = surface->num_vertices;
10183 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10184 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10185 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10186 // q3-style directional shading
10187 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10189 if ((f = DotProduct(n, lightdir)) > 0)
10190 VectorMA(ambientcolor, f, diffusecolor, c);
10192 VectorCopy(ambientcolor, c);
10200 rsurface.lightmapcolor4f = rsurface.array_color4f;
10201 rsurface.lightmapcolor4f_bufferobject = 0;
10202 rsurface.lightmapcolor4f_bufferoffset = 0;
10203 *applycolor = false;
10207 *r = ambientcolor[0];
10208 *g = ambientcolor[1];
10209 *b = ambientcolor[2];
10210 rsurface.lightmapcolor4f = NULL;
10211 rsurface.lightmapcolor4f_bufferobject = 0;
10212 rsurface.lightmapcolor4f_bufferoffset = 0;
10216 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10218 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10219 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10220 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10221 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10222 GL_Color(r, g, b, a);
10223 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10226 void RSurf_SetupDepthAndCulling(void)
10228 // submodels are biased to avoid z-fighting with world surfaces that they
10229 // may be exactly overlapping (avoids z-fighting artifacts on certain
10230 // doors and things in Quake maps)
10231 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10232 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10233 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10234 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10237 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10239 // transparent sky would be ridiculous
10240 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10242 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10243 skyrenderlater = true;
10244 RSurf_SetupDepthAndCulling();
10245 GL_DepthMask(true);
10246 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10247 // skymasking on them, and Quake3 never did sky masking (unlike
10248 // software Quake and software Quake2), so disable the sky masking
10249 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10250 // and skymasking also looks very bad when noclipping outside the
10251 // level, so don't use it then either.
10252 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10254 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10255 R_Mesh_ColorPointer(NULL, 0, 0);
10256 R_Mesh_ResetTextureState();
10257 if (skyrendermasked)
10259 R_SetupShader_DepthOrShadow();
10260 // depth-only (masking)
10261 GL_ColorMask(0,0,0,0);
10262 // just to make sure that braindead drivers don't draw
10263 // anything despite that colormask...
10264 GL_BlendFunc(GL_ZERO, GL_ONE);
10268 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10270 GL_BlendFunc(GL_ONE, GL_ZERO);
10272 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10273 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10274 if (skyrendermasked)
10275 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10277 R_Mesh_ResetTextureState();
10278 GL_Color(1, 1, 1, 1);
10281 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10282 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10283 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10285 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10288 // render screenspace normalmap to texture
10289 GL_DepthMask(true);
10290 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10291 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10293 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10295 // render water or distortion background, then blend surface on top
10296 GL_DepthMask(true);
10297 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10298 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10299 GL_DepthMask(false);
10300 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10301 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10305 // render surface normally
10306 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10307 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10308 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10309 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10310 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10311 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10313 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10317 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10319 // OpenGL 1.3 path - anything not completely ancient
10320 int texturesurfaceindex;
10321 qboolean applycolor;
10324 const texturelayer_t *layer;
10325 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10327 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10330 int layertexrgbscale;
10331 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10333 if (layerindex == 0)
10334 GL_AlphaTest(true);
10337 GL_AlphaTest(false);
10338 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10341 GL_DepthMask(layer->depthmask && writedepth);
10342 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10343 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10345 layertexrgbscale = 4;
10346 VectorScale(layer->color, 0.25f, layercolor);
10348 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10350 layertexrgbscale = 2;
10351 VectorScale(layer->color, 0.5f, layercolor);
10355 layertexrgbscale = 1;
10356 VectorScale(layer->color, 1.0f, layercolor);
10358 layercolor[3] = layer->color[3];
10359 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10360 R_Mesh_ColorPointer(NULL, 0, 0);
10361 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10362 switch (layer->type)
10364 case TEXTURELAYERTYPE_LITTEXTURE:
10365 // single-pass lightmapped texture with 2x rgbscale
10366 //R_Mesh_TexBind(0, r_texture_white);
10367 R_Mesh_TexMatrix(0, NULL);
10368 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10369 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10370 R_Mesh_TexBind(1, layer->texture);
10371 R_Mesh_TexMatrix(1, &layer->texmatrix);
10372 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10373 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10375 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10376 else if (rsurface.uselightmaptexture)
10377 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10379 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10381 case TEXTURELAYERTYPE_TEXTURE:
10382 // singletexture unlit texture with transparency support
10383 R_Mesh_TexBind(0, layer->texture);
10384 R_Mesh_TexMatrix(0, &layer->texmatrix);
10385 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10386 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10387 R_Mesh_TexBind(1, 0);
10388 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10389 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10391 case TEXTURELAYERTYPE_FOG:
10392 // singletexture fogging
10393 if (layer->texture)
10395 R_Mesh_TexBind(0, layer->texture);
10396 R_Mesh_TexMatrix(0, &layer->texmatrix);
10397 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10398 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10402 R_Mesh_TexBind(0, 0);
10403 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10405 R_Mesh_TexBind(1, 0);
10406 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10407 // generate a color array for the fog pass
10408 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10409 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10416 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10418 f = 1 - RSurf_FogVertex(v);
10419 c[0] = layercolor[0];
10420 c[1] = layercolor[1];
10421 c[2] = layercolor[2];
10422 c[3] = f * layercolor[3];
10425 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10428 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10434 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10435 GL_AlphaTest(false);
10439 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10441 // OpenGL 1.1 - crusty old voodoo path
10442 int texturesurfaceindex;
10445 const texturelayer_t *layer;
10446 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10448 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10450 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10452 if (layerindex == 0)
10453 GL_AlphaTest(true);
10456 GL_AlphaTest(false);
10457 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10460 GL_DepthMask(layer->depthmask && writedepth);
10461 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10462 R_Mesh_ColorPointer(NULL, 0, 0);
10463 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10464 switch (layer->type)
10466 case TEXTURELAYERTYPE_LITTEXTURE:
10467 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10469 // two-pass lit texture with 2x rgbscale
10470 // first the lightmap pass
10471 //R_Mesh_TexBind(0, r_texture_white);
10472 R_Mesh_TexMatrix(0, NULL);
10473 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10474 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10475 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10476 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10477 else if (rsurface.uselightmaptexture)
10478 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10480 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10481 // then apply the texture to it
10482 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10483 R_Mesh_TexBind(0, layer->texture);
10484 R_Mesh_TexMatrix(0, &layer->texmatrix);
10485 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10486 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10487 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);
10491 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10492 R_Mesh_TexBind(0, layer->texture);
10493 R_Mesh_TexMatrix(0, &layer->texmatrix);
10494 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10495 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10496 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10497 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);
10499 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10502 case TEXTURELAYERTYPE_TEXTURE:
10503 // singletexture unlit texture with transparency support
10504 R_Mesh_TexBind(0, layer->texture);
10505 R_Mesh_TexMatrix(0, &layer->texmatrix);
10506 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10507 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10508 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);
10510 case TEXTURELAYERTYPE_FOG:
10511 // singletexture fogging
10512 if (layer->texture)
10514 R_Mesh_TexBind(0, layer->texture);
10515 R_Mesh_TexMatrix(0, &layer->texmatrix);
10516 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10517 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10521 R_Mesh_TexBind(0, 0);
10522 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10524 // generate a color array for the fog pass
10525 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10526 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10532 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10533 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10535 f = 1 - RSurf_FogVertex(v);
10536 c[0] = layer->color[0];
10537 c[1] = layer->color[1];
10538 c[2] = layer->color[2];
10539 c[3] = f * layer->color[3];
10542 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10545 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10551 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10552 GL_AlphaTest(false);
10556 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10560 GL_AlphaTest(false);
10561 R_Mesh_ColorPointer(NULL, 0, 0);
10562 R_Mesh_ResetTextureState();
10563 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10565 if(rsurface.texture && rsurface.texture->currentskinframe)
10567 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10568 c[3] *= rsurface.texture->currentalpha;
10578 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10580 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10581 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10582 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10585 // brighten it up (as texture value 127 means "unlit")
10586 c[0] *= 2 * r_refdef.view.colorscale;
10587 c[1] *= 2 * r_refdef.view.colorscale;
10588 c[2] *= 2 * r_refdef.view.colorscale;
10590 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10591 c[3] *= r_wateralpha.value;
10593 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10595 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10596 GL_DepthMask(false);
10598 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10600 GL_BlendFunc(GL_ONE, GL_ONE);
10601 GL_DepthMask(false);
10603 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10605 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10606 GL_DepthMask(false);
10608 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10610 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10611 GL_DepthMask(false);
10615 GL_BlendFunc(GL_ONE, GL_ZERO);
10616 GL_DepthMask(writedepth);
10619 rsurface.lightmapcolor4f = NULL;
10621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10623 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10625 rsurface.lightmapcolor4f = NULL;
10626 rsurface.lightmapcolor4f_bufferobject = 0;
10627 rsurface.lightmapcolor4f_bufferoffset = 0;
10629 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10631 qboolean applycolor = true;
10634 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10636 r_refdef.lightmapintensity = 1;
10637 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10638 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10642 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10644 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10645 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10646 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10649 if(!rsurface.lightmapcolor4f)
10650 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10652 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10653 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10654 if(r_refdef.fogenabled)
10655 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10657 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10658 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10661 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10664 RSurf_SetupDepthAndCulling();
10665 if (r_showsurfaces.integer == 3 && !prepass)
10667 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10670 switch (vid.renderpath)
10672 case RENDERPATH_GL20:
10673 case RENDERPATH_CGGL:
10674 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10676 case RENDERPATH_GL13:
10677 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10679 case RENDERPATH_GL11:
10680 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10686 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10689 RSurf_SetupDepthAndCulling();
10690 if (r_showsurfaces.integer == 3 && !prepass)
10692 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10695 switch (vid.renderpath)
10697 case RENDERPATH_GL20:
10698 case RENDERPATH_CGGL:
10699 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10701 case RENDERPATH_GL13:
10702 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10704 case RENDERPATH_GL11:
10705 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10711 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10714 int texturenumsurfaces, endsurface;
10715 texture_t *texture;
10716 const msurface_t *surface;
10717 const msurface_t *texturesurfacelist[256];
10719 // if the model is static it doesn't matter what value we give for
10720 // wantnormals and wanttangents, so this logic uses only rules applicable
10721 // to a model, knowing that they are meaningless otherwise
10722 if (ent == r_refdef.scene.worldentity)
10723 RSurf_ActiveWorldEntity();
10724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10725 RSurf_ActiveModelEntity(ent, false, false, false);
10728 switch (vid.renderpath)
10730 case RENDERPATH_GL20:
10731 case RENDERPATH_CGGL:
10732 RSurf_ActiveModelEntity(ent, true, true, false);
10734 case RENDERPATH_GL13:
10735 case RENDERPATH_GL11:
10736 RSurf_ActiveModelEntity(ent, true, false, false);
10741 if (r_transparentdepthmasking.integer)
10743 qboolean setup = false;
10744 for (i = 0;i < numsurfaces;i = j)
10747 surface = rsurface.modelsurfaces + surfacelist[i];
10748 texture = surface->texture;
10749 rsurface.texture = R_GetCurrentTexture(texture);
10750 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10751 // scan ahead until we find a different texture
10752 endsurface = min(i + 1024, numsurfaces);
10753 texturenumsurfaces = 0;
10754 texturesurfacelist[texturenumsurfaces++] = surface;
10755 for (;j < endsurface;j++)
10757 surface = rsurface.modelsurfaces + surfacelist[j];
10758 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10760 texturesurfacelist[texturenumsurfaces++] = surface;
10762 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10764 // render the range of surfaces as depth
10768 GL_ColorMask(0,0,0,0);
10770 GL_DepthTest(true);
10771 GL_BlendFunc(GL_ONE, GL_ZERO);
10772 GL_DepthMask(true);
10773 GL_AlphaTest(false);
10774 R_Mesh_ColorPointer(NULL, 0, 0);
10775 R_Mesh_ResetTextureState();
10776 R_SetupShader_DepthOrShadow();
10778 RSurf_SetupDepthAndCulling();
10779 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10780 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10783 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10786 for (i = 0;i < numsurfaces;i = j)
10789 surface = rsurface.modelsurfaces + surfacelist[i];
10790 texture = surface->texture;
10791 rsurface.texture = R_GetCurrentTexture(texture);
10792 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10793 // scan ahead until we find a different texture
10794 endsurface = min(i + 1024, numsurfaces);
10795 texturenumsurfaces = 0;
10796 texturesurfacelist[texturenumsurfaces++] = surface;
10797 for (;j < endsurface;j++)
10799 surface = rsurface.modelsurfaces + surfacelist[j];
10800 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10802 texturesurfacelist[texturenumsurfaces++] = surface;
10804 // render the range of surfaces
10805 if (ent == r_refdef.scene.worldentity)
10806 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10808 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10810 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10811 GL_AlphaTest(false);
10814 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10816 // transparent surfaces get pushed off into the transparent queue
10817 int surfacelistindex;
10818 const msurface_t *surface;
10819 vec3_t tempcenter, center;
10820 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10822 surface = texturesurfacelist[surfacelistindex];
10823 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10824 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10825 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10826 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10827 if (queueentity->transparent_offset) // transparent offset
10829 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10830 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10831 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10833 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10837 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10839 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10843 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10845 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10847 RSurf_SetupDepthAndCulling();
10848 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10849 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10853 if (!rsurface.texture->currentnumlayers)
10855 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10856 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10858 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10860 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10862 RSurf_SetupDepthAndCulling();
10863 GL_AlphaTest(false);
10864 R_Mesh_ColorPointer(NULL, 0, 0);
10865 R_Mesh_ResetTextureState();
10866 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10867 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10868 GL_DepthMask(true);
10869 GL_BlendFunc(GL_ONE, GL_ZERO);
10870 GL_Color(0, 0, 0, 1);
10871 GL_DepthTest(writedepth);
10872 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10874 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10876 RSurf_SetupDepthAndCulling();
10877 GL_AlphaTest(false);
10878 R_Mesh_ColorPointer(NULL, 0, 0);
10879 R_Mesh_ResetTextureState();
10880 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10881 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10882 GL_DepthMask(true);
10883 GL_BlendFunc(GL_ONE, GL_ZERO);
10884 GL_DepthTest(true);
10885 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10887 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10888 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10889 else if (!rsurface.texture->currentnumlayers)
10891 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10893 // in the deferred case, transparent surfaces were queued during prepass
10894 if (!r_shadow_usingdeferredprepass)
10895 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10899 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10900 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10905 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10908 texture_t *texture;
10909 // break the surface list down into batches by texture and use of lightmapping
10910 for (i = 0;i < numsurfaces;i = j)
10913 // texture is the base texture pointer, rsurface.texture is the
10914 // current frame/skin the texture is directing us to use (for example
10915 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10916 // use skin 1 instead)
10917 texture = surfacelist[i]->texture;
10918 rsurface.texture = R_GetCurrentTexture(texture);
10919 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10920 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10922 // if this texture is not the kind we want, skip ahead to the next one
10923 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10927 // simply scan ahead until we find a different texture or lightmap state
10928 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10930 // render the range of surfaces
10931 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10935 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10940 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10942 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10944 RSurf_SetupDepthAndCulling();
10945 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10946 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10950 if (!rsurface.texture->currentnumlayers)
10952 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10953 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10955 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10957 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10959 RSurf_SetupDepthAndCulling();
10960 GL_AlphaTest(false);
10961 R_Mesh_ColorPointer(NULL, 0, 0);
10962 R_Mesh_ResetTextureState();
10963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10964 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10965 GL_DepthMask(true);
10966 GL_BlendFunc(GL_ONE, GL_ZERO);
10967 GL_Color(0, 0, 0, 1);
10968 GL_DepthTest(writedepth);
10969 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10971 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10973 RSurf_SetupDepthAndCulling();
10974 GL_AlphaTest(false);
10975 R_Mesh_ColorPointer(NULL, 0, 0);
10976 R_Mesh_ResetTextureState();
10977 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10978 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10979 GL_DepthMask(true);
10980 GL_BlendFunc(GL_ONE, GL_ZERO);
10981 GL_DepthTest(true);
10982 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10984 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10985 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10986 else if (!rsurface.texture->currentnumlayers)
10988 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10990 // in the deferred case, transparent surfaces were queued during prepass
10991 if (!r_shadow_usingdeferredprepass)
10992 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10996 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10997 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11002 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11005 texture_t *texture;
11006 // break the surface list down into batches by texture and use of lightmapping
11007 for (i = 0;i < numsurfaces;i = j)
11010 // texture is the base texture pointer, rsurface.texture is the
11011 // current frame/skin the texture is directing us to use (for example
11012 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11013 // use skin 1 instead)
11014 texture = surfacelist[i]->texture;
11015 rsurface.texture = R_GetCurrentTexture(texture);
11016 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11017 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11019 // if this texture is not the kind we want, skip ahead to the next one
11020 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11024 // simply scan ahead until we find a different texture or lightmap state
11025 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11027 // render the range of surfaces
11028 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11032 float locboxvertex3f[6*4*3] =
11034 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11035 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11036 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11037 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11038 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11039 1,0,0, 0,0,0, 0,1,0, 1,1,0
11042 unsigned short locboxelements[6*2*3] =
11047 12,13,14, 12,14,15,
11048 16,17,18, 16,18,19,
11052 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11055 cl_locnode_t *loc = (cl_locnode_t *)ent;
11057 float vertex3f[6*4*3];
11059 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11060 GL_DepthMask(false);
11061 GL_DepthRange(0, 1);
11062 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11063 GL_DepthTest(true);
11064 GL_CullFace(GL_NONE);
11065 R_EntityMatrix(&identitymatrix);
11067 R_Mesh_VertexPointer(vertex3f, 0, 0);
11068 R_Mesh_ColorPointer(NULL, 0, 0);
11069 R_Mesh_ResetTextureState();
11070 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11072 i = surfacelist[0];
11073 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11074 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11075 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11076 surfacelist[0] < 0 ? 0.5f : 0.125f);
11078 if (VectorCompare(loc->mins, loc->maxs))
11080 VectorSet(size, 2, 2, 2);
11081 VectorMA(loc->mins, -0.5f, size, mins);
11085 VectorCopy(loc->mins, mins);
11086 VectorSubtract(loc->maxs, loc->mins, size);
11089 for (i = 0;i < 6*4*3;)
11090 for (j = 0;j < 3;j++, i++)
11091 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11093 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11096 void R_DrawLocs(void)
11099 cl_locnode_t *loc, *nearestloc;
11101 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11102 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11104 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11105 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11109 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11111 if (decalsystem->decals)
11112 Mem_Free(decalsystem->decals);
11113 memset(decalsystem, 0, sizeof(*decalsystem));
11116 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11119 tridecal_t *decals;
11123 // expand or initialize the system
11124 if (decalsystem->maxdecals <= decalsystem->numdecals)
11126 decalsystem_t old = *decalsystem;
11127 qboolean useshortelements;
11128 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11129 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11130 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11131 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11132 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11133 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11134 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11135 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11136 if (decalsystem->numdecals)
11137 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11139 Mem_Free(old.decals);
11140 for (i = 0;i < decalsystem->maxdecals*3;i++)
11141 decalsystem->element3i[i] = i;
11142 if (useshortelements)
11143 for (i = 0;i < decalsystem->maxdecals*3;i++)
11144 decalsystem->element3s[i] = i;
11147 // grab a decal and search for another free slot for the next one
11148 maxdecals = decalsystem->maxdecals;
11149 decals = decalsystem->decals;
11150 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11151 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11153 decalsystem->freedecal = i;
11154 if (decalsystem->numdecals <= i)
11155 decalsystem->numdecals = i + 1;
11157 // initialize the decal
11159 decal->triangleindex = triangleindex;
11160 decal->surfaceindex = surfaceindex;
11161 decal->decalsequence = decalsequence;
11162 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11163 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11164 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11165 decal->color4ub[0][3] = 255;
11166 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11167 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11168 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11169 decal->color4ub[1][3] = 255;
11170 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11171 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11172 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11173 decal->color4ub[2][3] = 255;
11174 decal->vertex3f[0][0] = v0[0];
11175 decal->vertex3f[0][1] = v0[1];
11176 decal->vertex3f[0][2] = v0[2];
11177 decal->vertex3f[1][0] = v1[0];
11178 decal->vertex3f[1][1] = v1[1];
11179 decal->vertex3f[1][2] = v1[2];
11180 decal->vertex3f[2][0] = v2[0];
11181 decal->vertex3f[2][1] = v2[1];
11182 decal->vertex3f[2][2] = v2[2];
11183 decal->texcoord2f[0][0] = t0[0];
11184 decal->texcoord2f[0][1] = t0[1];
11185 decal->texcoord2f[1][0] = t1[0];
11186 decal->texcoord2f[1][1] = t1[1];
11187 decal->texcoord2f[2][0] = t2[0];
11188 decal->texcoord2f[2][1] = t2[1];
11191 extern cvar_t cl_decals_bias;
11192 extern cvar_t cl_decals_models;
11193 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11194 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11196 matrix4x4_t projection;
11197 decalsystem_t *decalsystem;
11200 const float *vertex3f;
11201 const msurface_t *surface;
11202 const msurface_t *surfaces;
11203 const int *surfacelist;
11204 const texture_t *texture;
11207 int numsurfacelist;
11208 int surfacelistindex;
11211 int decalsurfaceindex;
11216 float localorigin[3];
11217 float localnormal[3];
11218 float localmins[3];
11219 float localmaxs[3];
11226 float planes[6][4];
11228 float points[2][9][3];
11232 decalsystem = &ent->decalsystem;
11233 model = ent->model;
11234 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11236 R_DecalSystem_Reset(&ent->decalsystem);
11240 if (!model->brush.data_nodes && !cl_decals_models.integer)
11242 if (decalsystem->model)
11243 R_DecalSystem_Reset(decalsystem);
11247 if (decalsystem->model != model)
11248 R_DecalSystem_Reset(decalsystem);
11249 decalsystem->model = model;
11251 RSurf_ActiveModelEntity(ent, false, false, false);
11253 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11254 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11255 VectorNormalize(localnormal);
11256 localsize = worldsize*rsurface.inversematrixscale;
11257 ilocalsize = 1.0f / localsize;
11258 localmins[0] = localorigin[0] - localsize;
11259 localmins[1] = localorigin[1] - localsize;
11260 localmins[2] = localorigin[2] - localsize;
11261 localmaxs[0] = localorigin[0] + localsize;
11262 localmaxs[1] = localorigin[1] + localsize;
11263 localmaxs[2] = localorigin[2] + localsize;
11265 //VectorCopy(localnormal, planes[4]);
11266 //VectorVectors(planes[4], planes[2], planes[0]);
11267 AnglesFromVectors(angles, localnormal, NULL, false);
11268 AngleVectors(angles, planes[0], planes[2], planes[4]);
11269 VectorNegate(planes[0], planes[1]);
11270 VectorNegate(planes[2], planes[3]);
11271 VectorNegate(planes[4], planes[5]);
11272 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11273 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11274 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11275 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11276 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11277 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11282 matrix4x4_t forwardprojection;
11283 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11284 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11289 float projectionvector[4][3];
11290 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11291 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11292 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11293 projectionvector[0][0] = planes[0][0] * ilocalsize;
11294 projectionvector[0][1] = planes[1][0] * ilocalsize;
11295 projectionvector[0][2] = planes[2][0] * ilocalsize;
11296 projectionvector[1][0] = planes[0][1] * ilocalsize;
11297 projectionvector[1][1] = planes[1][1] * ilocalsize;
11298 projectionvector[1][2] = planes[2][1] * ilocalsize;
11299 projectionvector[2][0] = planes[0][2] * ilocalsize;
11300 projectionvector[2][1] = planes[1][2] * ilocalsize;
11301 projectionvector[2][2] = planes[2][2] * ilocalsize;
11302 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11303 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11304 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11305 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11309 dynamic = model->surfmesh.isanimated;
11310 vertex3f = rsurface.modelvertex3f;
11311 numsurfacelist = model->nummodelsurfaces;
11312 surfacelist = model->sortedmodelsurfaces;
11313 surfaces = model->data_surfaces;
11314 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11316 surfaceindex = surfacelist[surfacelistindex];
11317 surface = surfaces + surfaceindex;
11318 // skip transparent surfaces
11319 texture = surface->texture;
11320 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11322 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11324 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11326 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11327 numvertices = surface->num_vertices;
11328 numtriangles = surface->num_triangles;
11329 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11331 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11333 index = 3*e[cornerindex];
11334 VectorCopy(vertex3f + index, v[cornerindex]);
11337 //TriangleNormal(v[0], v[1], v[2], normal);
11338 //if (DotProduct(normal, localnormal) < 0.0f)
11340 // clip by each of the box planes formed from the projection matrix
11341 // if anything survives, we emit the decal
11342 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11345 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11348 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11351 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11354 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11357 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11360 // some part of the triangle survived, so we have to accept it...
11363 // dynamic always uses the original triangle
11365 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11367 index = 3*e[cornerindex];
11368 VectorCopy(vertex3f + index, v[cornerindex]);
11371 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11373 // convert vertex positions to texcoords
11374 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11375 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11376 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11377 // calculate distance fade from the projection origin
11378 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11379 f = bound(0.0f, f, 1.0f);
11380 c[cornerindex][0] = r * f;
11381 c[cornerindex][1] = g * f;
11382 c[cornerindex][2] = b * f;
11383 c[cornerindex][3] = 1.0f;
11384 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11387 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11389 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11390 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11395 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11396 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11398 int renderentityindex;
11399 float worldmins[3];
11400 float worldmaxs[3];
11401 entity_render_t *ent;
11403 if (!cl_decals_newsystem.integer)
11406 worldmins[0] = worldorigin[0] - worldsize;
11407 worldmins[1] = worldorigin[1] - worldsize;
11408 worldmins[2] = worldorigin[2] - worldsize;
11409 worldmaxs[0] = worldorigin[0] + worldsize;
11410 worldmaxs[1] = worldorigin[1] + worldsize;
11411 worldmaxs[2] = worldorigin[2] + worldsize;
11413 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11415 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11417 ent = r_refdef.scene.entities[renderentityindex];
11418 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11421 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11425 typedef struct r_decalsystem_splatqueue_s
11427 vec3_t worldorigin;
11428 vec3_t worldnormal;
11434 r_decalsystem_splatqueue_t;
11436 int r_decalsystem_numqueued = 0;
11437 #define MAX_DECALSYSTEM_QUEUE 1024
11438 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11440 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11442 r_decalsystem_splatqueue_t *queue;
11444 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11447 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11448 VectorCopy(worldorigin, queue->worldorigin);
11449 VectorCopy(worldnormal, queue->worldnormal);
11450 Vector4Set(queue->color, r, g, b, a);
11451 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11452 queue->worldsize = worldsize;
11453 queue->decalsequence = cl.decalsequence++;
11456 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11459 r_decalsystem_splatqueue_t *queue;
11461 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11462 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11463 r_decalsystem_numqueued = 0;
11466 extern cvar_t cl_decals_max;
11467 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11470 decalsystem_t *decalsystem = &ent->decalsystem;
11477 if (!decalsystem->numdecals)
11480 if (r_showsurfaces.integer)
11483 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11485 R_DecalSystem_Reset(decalsystem);
11489 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11490 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11492 if (decalsystem->lastupdatetime)
11493 frametime = (cl.time - decalsystem->lastupdatetime);
11496 decalsystem->lastupdatetime = cl.time;
11497 decal = decalsystem->decals;
11498 numdecals = decalsystem->numdecals;
11500 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11502 if (decal->color4ub[0][3])
11504 decal->lived += frametime;
11505 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11507 memset(decal, 0, sizeof(*decal));
11508 if (decalsystem->freedecal > i)
11509 decalsystem->freedecal = i;
11513 decal = decalsystem->decals;
11514 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11517 // collapse the array by shuffling the tail decals into the gaps
11520 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11521 decalsystem->freedecal++;
11522 if (decalsystem->freedecal == numdecals)
11524 decal[decalsystem->freedecal] = decal[--numdecals];
11527 decalsystem->numdecals = numdecals;
11529 if (numdecals <= 0)
11531 // if there are no decals left, reset decalsystem
11532 R_DecalSystem_Reset(decalsystem);
11536 extern skinframe_t *decalskinframe;
11537 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11540 decalsystem_t *decalsystem = &ent->decalsystem;
11550 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11553 numdecals = decalsystem->numdecals;
11557 if (r_showsurfaces.integer)
11560 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11562 R_DecalSystem_Reset(decalsystem);
11566 // if the model is static it doesn't matter what value we give for
11567 // wantnormals and wanttangents, so this logic uses only rules applicable
11568 // to a model, knowing that they are meaningless otherwise
11569 if (ent == r_refdef.scene.worldentity)
11570 RSurf_ActiveWorldEntity();
11572 RSurf_ActiveModelEntity(ent, false, false, false);
11574 decalsystem->lastupdatetime = cl.time;
11575 decal = decalsystem->decals;
11577 fadedelay = cl_decals_time.value;
11578 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11580 // update vertex positions for animated models
11581 v3f = decalsystem->vertex3f;
11582 c4f = decalsystem->color4f;
11583 t2f = decalsystem->texcoord2f;
11584 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11586 if (!decal->color4ub[0][3])
11589 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11592 // update color values for fading decals
11593 if (decal->lived >= cl_decals_time.value)
11595 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11596 alpha *= (1.0f/255.0f);
11599 alpha = 1.0f/255.0f;
11601 c4f[ 0] = decal->color4ub[0][0] * alpha;
11602 c4f[ 1] = decal->color4ub[0][1] * alpha;
11603 c4f[ 2] = decal->color4ub[0][2] * alpha;
11605 c4f[ 4] = decal->color4ub[1][0] * alpha;
11606 c4f[ 5] = decal->color4ub[1][1] * alpha;
11607 c4f[ 6] = decal->color4ub[1][2] * alpha;
11609 c4f[ 8] = decal->color4ub[2][0] * alpha;
11610 c4f[ 9] = decal->color4ub[2][1] * alpha;
11611 c4f[10] = decal->color4ub[2][2] * alpha;
11614 t2f[0] = decal->texcoord2f[0][0];
11615 t2f[1] = decal->texcoord2f[0][1];
11616 t2f[2] = decal->texcoord2f[1][0];
11617 t2f[3] = decal->texcoord2f[1][1];
11618 t2f[4] = decal->texcoord2f[2][0];
11619 t2f[5] = decal->texcoord2f[2][1];
11621 // update vertex positions for animated models
11622 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11624 e = rsurface.modelelement3i + 3*decal->triangleindex;
11625 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11626 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11627 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11631 VectorCopy(decal->vertex3f[0], v3f);
11632 VectorCopy(decal->vertex3f[1], v3f + 3);
11633 VectorCopy(decal->vertex3f[2], v3f + 6);
11644 r_refdef.stats.drawndecals += numtris;
11646 if (r_refdef.fogenabled)
11648 switch(vid.renderpath)
11650 case RENDERPATH_GL20:
11651 case RENDERPATH_CGGL:
11652 case RENDERPATH_GL13:
11653 case RENDERPATH_GL11:
11654 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11656 alpha = RSurf_FogVertex(v3f);
11665 // now render the decals all at once
11666 // (this assumes they all use one particle font texture!)
11667 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);
11668 R_Mesh_ResetTextureState();
11669 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11670 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11671 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11672 GL_DepthMask(false);
11673 GL_DepthRange(0, 1);
11674 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11675 GL_DepthTest(true);
11676 GL_CullFace(GL_NONE);
11677 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11678 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11679 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11683 static void R_DrawModelDecals(void)
11687 // fade faster when there are too many decals
11688 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11689 for (i = 0;i < r_refdef.scene.numentities;i++)
11690 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11692 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11693 for (i = 0;i < r_refdef.scene.numentities;i++)
11694 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11695 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11697 R_DecalSystem_ApplySplatEntitiesQueue();
11699 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11700 for (i = 0;i < r_refdef.scene.numentities;i++)
11701 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11703 r_refdef.stats.totaldecals += numdecals;
11705 if (r_showsurfaces.integer)
11708 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11710 for (i = 0;i < r_refdef.scene.numentities;i++)
11712 if (!r_refdef.viewcache.entityvisible[i])
11714 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11715 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11719 void R_DrawDebugModel(void)
11721 entity_render_t *ent = rsurface.entity;
11722 int i, j, k, l, flagsmask;
11723 const int *elements;
11725 const msurface_t *surface;
11726 dp_model_t *model = ent->model;
11729 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11731 R_Mesh_ColorPointer(NULL, 0, 0);
11732 R_Mesh_ResetTextureState();
11733 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11734 GL_DepthRange(0, 1);
11735 GL_DepthTest(!r_showdisabledepthtest.integer);
11736 GL_DepthMask(false);
11737 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11739 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11741 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11742 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11744 if (brush->colbrushf && brush->colbrushf->numtriangles)
11746 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11747 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11748 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11751 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11753 if (surface->num_collisiontriangles)
11755 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11756 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11757 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11762 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11764 if (r_showtris.integer || r_shownormals.integer)
11766 if (r_showdisabledepthtest.integer)
11768 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11769 GL_DepthMask(false);
11773 GL_BlendFunc(GL_ONE, GL_ZERO);
11774 GL_DepthMask(true);
11776 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11778 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11780 rsurface.texture = R_GetCurrentTexture(surface->texture);
11781 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11783 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11784 if (r_showtris.value > 0)
11786 if (!rsurface.texture->currentlayers->depthmask)
11787 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11788 else if (ent == r_refdef.scene.worldentity)
11789 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11791 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11792 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11793 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11794 R_Mesh_ColorPointer(NULL, 0, 0);
11795 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11796 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11797 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11798 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);
11799 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11802 if (r_shownormals.value < 0)
11804 qglBegin(GL_LINES);
11805 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11807 VectorCopy(rsurface.vertex3f + l * 3, v);
11808 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11809 qglVertex3f(v[0], v[1], v[2]);
11810 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11811 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11812 qglVertex3f(v[0], v[1], v[2]);
11817 if (r_shownormals.value > 0)
11819 qglBegin(GL_LINES);
11820 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11822 VectorCopy(rsurface.vertex3f + l * 3, v);
11823 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11824 qglVertex3f(v[0], v[1], v[2]);
11825 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11826 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11827 qglVertex3f(v[0], v[1], v[2]);
11831 qglBegin(GL_LINES);
11832 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11834 VectorCopy(rsurface.vertex3f + l * 3, v);
11835 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11836 qglVertex3f(v[0], v[1], v[2]);
11837 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11838 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11839 qglVertex3f(v[0], v[1], v[2]);
11843 qglBegin(GL_LINES);
11844 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11846 VectorCopy(rsurface.vertex3f + l * 3, v);
11847 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11848 qglVertex3f(v[0], v[1], v[2]);
11849 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11850 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11851 qglVertex3f(v[0], v[1], v[2]);
11858 rsurface.texture = NULL;
11862 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11863 int r_maxsurfacelist = 0;
11864 const msurface_t **r_surfacelist = NULL;
11865 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11867 int i, j, endj, f, flagsmask;
11869 dp_model_t *model = r_refdef.scene.worldmodel;
11870 msurface_t *surfaces;
11871 unsigned char *update;
11872 int numsurfacelist = 0;
11876 if (r_maxsurfacelist < model->num_surfaces)
11878 r_maxsurfacelist = model->num_surfaces;
11880 Mem_Free((msurface_t**)r_surfacelist);
11881 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11884 RSurf_ActiveWorldEntity();
11886 surfaces = model->data_surfaces;
11887 update = model->brushq1.lightmapupdateflags;
11889 // update light styles on this submodel
11890 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11892 model_brush_lightstyleinfo_t *style;
11893 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11895 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11897 int *list = style->surfacelist;
11898 style->value = r_refdef.scene.lightstylevalue[style->style];
11899 for (j = 0;j < style->numsurfaces;j++)
11900 update[list[j]] = true;
11905 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11909 R_DrawDebugModel();
11910 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11916 rsurface.uselightmaptexture = false;
11917 rsurface.texture = NULL;
11918 rsurface.rtlight = NULL;
11919 numsurfacelist = 0;
11920 // add visible surfaces to draw list
11921 for (i = 0;i < model->nummodelsurfaces;i++)
11923 j = model->sortedmodelsurfaces[i];
11924 if (r_refdef.viewcache.world_surfacevisible[j])
11925 r_surfacelist[numsurfacelist++] = surfaces + j;
11927 // update lightmaps if needed
11928 if (model->brushq1.firstrender)
11930 model->brushq1.firstrender = false;
11931 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11933 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11937 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11938 if (r_refdef.viewcache.world_surfacevisible[j])
11940 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11942 // don't do anything if there were no surfaces
11943 if (!numsurfacelist)
11945 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11948 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11949 GL_AlphaTest(false);
11951 // add to stats if desired
11952 if (r_speeds.integer && !skysurfaces && !depthonly)
11954 r_refdef.stats.world_surfaces += numsurfacelist;
11955 for (j = 0;j < numsurfacelist;j++)
11956 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11959 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11962 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11964 int i, j, endj, f, flagsmask;
11966 dp_model_t *model = ent->model;
11967 msurface_t *surfaces;
11968 unsigned char *update;
11969 int numsurfacelist = 0;
11973 if (r_maxsurfacelist < model->num_surfaces)
11975 r_maxsurfacelist = model->num_surfaces;
11977 Mem_Free((msurface_t **)r_surfacelist);
11978 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11981 // if the model is static it doesn't matter what value we give for
11982 // wantnormals and wanttangents, so this logic uses only rules applicable
11983 // to a model, knowing that they are meaningless otherwise
11984 if (ent == r_refdef.scene.worldentity)
11985 RSurf_ActiveWorldEntity();
11986 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11987 RSurf_ActiveModelEntity(ent, false, false, false);
11989 RSurf_ActiveModelEntity(ent, true, true, true);
11990 else if (depthonly)
11991 RSurf_ActiveModelEntity(ent, false, false, false);
11994 switch (vid.renderpath)
11996 case RENDERPATH_GL20:
11997 case RENDERPATH_CGGL:
11998 RSurf_ActiveModelEntity(ent, true, true, false);
12000 case RENDERPATH_GL13:
12001 case RENDERPATH_GL11:
12002 RSurf_ActiveModelEntity(ent, true, false, false);
12007 surfaces = model->data_surfaces;
12008 update = model->brushq1.lightmapupdateflags;
12010 // update light styles
12011 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12013 model_brush_lightstyleinfo_t *style;
12014 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12016 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12018 int *list = style->surfacelist;
12019 style->value = r_refdef.scene.lightstylevalue[style->style];
12020 for (j = 0;j < style->numsurfaces;j++)
12021 update[list[j]] = true;
12026 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12030 R_DrawDebugModel();
12031 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12037 rsurface.uselightmaptexture = false;
12038 rsurface.texture = NULL;
12039 rsurface.rtlight = NULL;
12040 numsurfacelist = 0;
12041 // add visible surfaces to draw list
12042 for (i = 0;i < model->nummodelsurfaces;i++)
12043 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12044 // don't do anything if there were no surfaces
12045 if (!numsurfacelist)
12047 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12050 // update lightmaps if needed
12054 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12059 R_BuildLightMap(ent, surfaces + j);
12064 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12066 R_BuildLightMap(ent, surfaces + j);
12067 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12068 GL_AlphaTest(false);
12070 // add to stats if desired
12071 if (r_speeds.integer && !skysurfaces && !depthonly)
12073 r_refdef.stats.entities_surfaces += numsurfacelist;
12074 for (j = 0;j < numsurfacelist;j++)
12075 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12078 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12081 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12083 static texture_t texture;
12084 static msurface_t surface;
12085 const msurface_t *surfacelist = &surface;
12087 // fake enough texture and surface state to render this geometry
12089 texture.update_lastrenderframe = -1; // regenerate this texture
12090 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12091 texture.currentskinframe = skinframe;
12092 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12093 texture.specularscalemod = 1;
12094 texture.specularpowermod = 1;
12096 surface.texture = &texture;
12097 surface.num_triangles = numtriangles;
12098 surface.num_firsttriangle = firsttriangle;
12099 surface.num_vertices = numvertices;
12100 surface.num_firstvertex = firstvertex;
12103 rsurface.texture = R_GetCurrentTexture(surface.texture);
12104 rsurface.uselightmaptexture = false;
12105 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12108 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)
12110 static msurface_t surface;
12111 const msurface_t *surfacelist = &surface;
12113 // fake enough texture and surface state to render this geometry
12115 surface.texture = texture;
12116 surface.num_triangles = numtriangles;
12117 surface.num_firsttriangle = firsttriangle;
12118 surface.num_vertices = numvertices;
12119 surface.num_firstvertex = firstvertex;
12122 rsurface.texture = R_GetCurrentTexture(surface.texture);
12123 rsurface.uselightmaptexture = false;
12124 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);