X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=6a2569b1e8b688ed4f059969f9699d37e8a380b0;hp=f2fbc5114f8c61af30ca1281f0640a6c006f5725;hb=b996c51320bc973d728a7bb8b3f2bc6e5666862f;hpb=7a6a99082ee23af6093f1d73a5df4452da221d86 diff --git a/gl_rmain.c b/gl_rmain.c index f2fbc511..6a2569b1 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -24,15 +24,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "polygon.h" #include "image.h" +#include "ft2.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; -static int r_frame = 0; ///< used only by R_GetCurrentTexture +static int r_textureframe = 0; ///< used only by R_GetCurrentTexture -qboolean r_loadnormalmap; -qboolean r_loadgloss; +static qboolean r_loadnormalmap; +static qboolean r_loadgloss; qboolean r_loadfog; +static qboolean r_loaddds; +static qboolean r_savedds; // // screen size info @@ -95,7 +98,7 @@ cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"}; cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"}; -cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "1", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"}; +cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -106,6 +109,9 @@ cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Ne cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"}; +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)"}; +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"}; + cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"}; static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"}; static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"}; @@ -126,7 +132,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier" cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; -cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"}; +cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; @@ -156,6 +162,9 @@ cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* s cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; +cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"}; +cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; + cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; 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)"}; @@ -284,22 +293,22 @@ static void R_BuildBlankTextures(void) data[1] = 128; // normal Y data[0] = 255; // normal Z data[3] = 128; // height - r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; - r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; - r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; - r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) @@ -327,14 +336,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; memset(data, 255, sizeof(data)); - r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) @@ -343,7 +352,8 @@ static void R_BuildNormalizationCube(void) vec3_t v; vec_t s, t, intensity; #define NORMSIZE 64 - unsigned char data[6][NORMSIZE][NORMSIZE][4]; + unsigned char *data; + data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -387,14 +397,15 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); - data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); - data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); - data[side][y][x][3] = 255; + data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]); + data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]); + data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]); + data[((side*64+y)*64+x)*4+3] = 255; } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); + Mem_Free(data); } static void R_BuildFogTexture(void) @@ -414,18 +425,18 @@ static void R_BuildFogTexture(void) for (x = 0;x < FOGMASKTABLEWIDTH;x++) { d = (x * r - r_refdef.fogmasktable_start); - if(developer.integer >= 100) - Con_Printf("%f ", d); + if(developer_extra.integer) + Con_DPrintf("%f ", d); d = max(0, d); if (r_fog_exp2.integer) alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d); else alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d); - if(developer.integer >= 100) - Con_Printf(" : %f ", alpha); + if(developer_extra.integer) + Con_DPrintf(" : %f ", alpha); alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha; - if(developer.integer >= 100) - Con_Printf(" = %f\n", alpha); + if(developer_extra.integer) + Con_DPrintf(" = %f\n", alpha); r_refdef.fogmasktable[x] = bound(0, alpha, 1); } @@ -448,30 +459,86 @@ static void R_BuildFogTexture(void) } else { - r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); - //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL); } } +//======================================================================================================================================================= + static const char *builtinshaderstring = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" +"\n" +"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" +"# define USEFOG\n" +"#endif\n" +"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#define USELIGHTMAP\n" +"#endif\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n" +"#define USEEYEVECTOR\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n" +"# extension GL_ARB_texture_rectangle : enable\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef GL_EXT_gpu_shader4\n" +"# extension GL_EXT_gpu_shader4 : enable\n" +"# endif\n" +"# ifdef GL_ARB_texture_gather\n" +"# extension GL_ARB_texture_gather : enable\n" +"# else\n" +"# ifdef GL_AMD_texture_texture4\n" +"# extension GL_AMD_texture_texture4 : enable\n" +"# endif\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# extension GL_EXT_gpu_shader4 : enable\n" +"#endif\n" +"\n" +"//#ifdef USESHADOWSAMPLER\n" +"//# extension GL_ARB_shadow : enable\n" +"//#endif\n" +"\n" +"//#ifdef __GLSL_CG_DATA_TYPES\n" +"//# define myhalf half\n" +"//# define myhalf2 half2\n" +"//# define myhalf3 half3\n" +"//# define myhalf4 half4\n" +"//#else\n" +"# define myhalf float\n" +"# define myhalf2 vec2\n" +"# define myhalf3 vec3\n" +"# define myhalf4 vec4\n" +"//#endif\n" "\n" -"// enable various extensions depending on permutation:\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 ModelViewProjectionMatrix;\n" +"#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_SHOWDEPTH\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "#endif\n" @@ -483,14 +550,21 @@ static const char *builtinshaderstring = "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_POSTPROCESS\n" +"varying vec2 TexCoord1;\n" +"varying vec2 TexCoord2;\n" +"\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_Position = ftransform();\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" -" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" "}\n" "#endif\n" @@ -518,9 +592,9 @@ static const char *builtinshaderstring = "uniform vec2 PixelSize;\n" "void main(void)\n" "{\n" -" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n" +" gl_FragColor = texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n" +" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n" "#endif\n" "#ifdef USEVIEWTINT\n" " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" @@ -529,11 +603,11 @@ static const char *builtinshaderstring = "#ifdef USEPOSTPROCESSING\n" "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" " gl_FragColor /= (1 + 5 * UserVec1.y);\n" "#endif\n" "\n" @@ -552,18 +626,28 @@ static const char *builtinshaderstring = "}\n" "#endif\n" "#else // !MODE_POSTPROCESS\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_GENERIC\n" +"#ifdef USEDIFFUSE\n" +"varying vec2 TexCoord1;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"varying vec2 TexCoord2;\n" +"#endif\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" "#ifdef USEDIFFUSE\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" "#endif\n" "#ifdef USESPECULAR\n" -" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" "#endif\n" "\n" @@ -579,31 +663,36 @@ static const char *builtinshaderstring = "{\n" " gl_FragColor = gl_Color;\n" "#ifdef USEDIFFUSE\n" -" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n" +" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" -" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n" -"#endif\n" -"#ifdef USECOLORMAPPING\n" +" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" +"# ifdef USECOLORMAPPING\n" " gl_FragColor *= tex2;\n" -"#endif\n" -"#ifdef USEGLOW\n" +"# endif\n" +"# ifdef USEGLOW\n" " gl_FragColor += tex2;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" +"# endif\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" +"# endif\n" "#endif\n" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_BLOOMBLUR\n" +"varying TexCoord;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" -" gl_Position = ftransform();\n" +" TexCoord = gl_MultiTexCoord0.xy;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" "#endif\n" "\n" @@ -614,7 +703,7 @@ static const char *builtinshaderstring = "void main(void)\n" "{\n" " int i;\n" -" vec2 tc = gl_TexCoord[0].xy;\n" +" vec2 tc = TexCoord;\n" " vec3 color = texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" @@ -629,12 +718,13 @@ static const char *builtinshaderstring = "#ifdef MODE_REFRACTION\n" "varying vec2 TexCoord;\n" "varying vec4 ModelViewProjectionPosition;\n" +"uniform mat4 TexMatrix;\n" "#ifdef VERTEX_SHADER\n" "\n" "void main(void)\n" "{\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -" gl_Position = ftransform();\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" @@ -672,21 +762,26 @@ static const char *builtinshaderstring = "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_WATER\n" "varying vec2 TexCoord;\n" "varying vec3 EyeVector;\n" "varying vec4 ModelViewProjectionPosition;\n" "#ifdef VERTEX_SHADER\n" "uniform vec3 EyePosition;\n" +"uniform mat4 TexMatrix;\n" "\n" "void main(void)\n" "{\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" @@ -731,55 +826,16 @@ static const char *builtinshaderstring = "#endif\n" "#else // !MODE_WATER\n" "\n" -"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n" -"# extension GL_ARB_texture_rectangle : enable\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef GL_EXT_gpu_shader4\n" -"# extension GL_EXT_gpu_shader4 : enable\n" -"# endif\n" -"# ifdef GL_ARB_texture_gather\n" -"# extension GL_ARB_texture_gather : enable\n" -"# else\n" -"# ifdef GL_AMD_texture_texture4\n" -"# extension GL_AMD_texture_texture4 : enable\n" -"# endif\n" -"# endif\n" -"#endif\n" "\n" -"#ifdef USESHADOWMAPCUBE\n" -"# extension GL_EXT_gpu_shader4 : enable\n" -"#endif\n" "\n" -"#ifdef USESHADOWSAMPLER\n" -"# extension GL_ARB_shadow : enable\n" -"#endif\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" -"//#ifdef __GLSL_CG_DATA_TYPES\n" -"//# define myhalf half\n" -"//# define myhalf2 half2\n" -"//# define myhalf3half3\n" -"//# define myhalf4 half4\n" -"//#else\n" -"# define myhalf float\n" -"# define myhalf2 vec2\n" -"# define myhalf3 vec3\n" -"# define myhalf4 vec4\n" -"//#endif\n" -"\n" -"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" -"# define USEFOG\n" -"#endif\n" -"\n" "varying vec2 TexCoord;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "varying vec2 TexCoord2;\n" "#endif\n" -"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"#define USELIGHTMAP\n" +"#ifdef USELIGHTMAP\n" "varying vec2 TexCoordLightmap;\n" "#endif\n" "\n" @@ -787,21 +843,15 @@ static const char *builtinshaderstring = "varying vec3 CubeVector;\n" "#endif\n" "\n" -"#ifdef MODE_LIGHTSOURCE\n" -"varying vec3 LightVector;\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTION)\n" +"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" "varying vec3 LightVector;\n" "#endif\n" "\n" -"#if defined(USEOFFSETMAPPING) || defined(USESPECULAR)\n" -"//#if defined(USEOFFSETMAPPING) || defined(USESPECULAR) || defined(MODE_LIGHTDIRECTION) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"#define USEEYEVECTOR\n" +"#ifdef USEEYEVECTOR\n" "varying vec3 EyeVector;\n" "#endif\n" "#ifdef USEFOG\n" -"varying vec3 EyeVectorModelSpace;\n" -"varying float FogPlaneVertexDist;\n" +"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" @@ -831,123 +881,8 @@ static const char *builtinshaderstring = "\n" "\n" "\n" -"// vertex shader specific:\n" -"#ifdef VERTEX_SHADER\n" -"\n" "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" "\n" -"#ifdef MODE_DEFERREDGEOMETRY\n" -"void main(void)\n" -"{\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\n" -" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEOFFSETMAPPING\n" -" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n" -" VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n" -" VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n" -" gl_Position = ftransform();\n" -"}\n" -"#else // !MODE_DEFERREDGEOMETRY\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"void main(void)\n" -"{\n" -" ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n" -" gl_Position = ftransform();\n" -"}\n" -"#else // !MODE_DEFERREDLIGHTSOURCE\n" -"void main(void)\n" -"{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" // copy the surface texcoord\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" -"\n" -"# ifdef USEDIFFUSE\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEEYEVECTOR\n" -"#ifndef USEFOG\n" -" vec3 EyeVectorModelSpace;\n" -"#endif\n" -" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -"#ifndef USEEYEVECTOR\n" -" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -"#endif\n" -" FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -" VectorS = gl_MultiTexCoord1.xyz;\n" -" VectorT = gl_MultiTexCoord2.xyz;\n" -" VectorR = gl_MultiTexCoord3.xyz;\n" -"#endif\n" -"\n" -"//#if defined(USEREFLECTION)\n" -"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" -"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" -"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" -"//#endif\n" -"\n" -"// transform vertex to camera space, using ftransform to match non-VS\n" -" // rendering\n" -" gl_Position = ftransform();\n" -"\n" -"#ifdef USEREFLECTION\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"}\n" -"#endif // !MODE_DEFERREDLIGHTSOURCE\n" -"#endif // !MODE_DEFERREDGEOMETRY\n" -"\n" -"#endif // VERTEX_SHADER\n" -"\n" -"\n" -"\n" -"\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" @@ -987,12 +922,12 @@ static const char *builtinshaderstring = "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2DRect Texture_ScreenDepth;\n" -"uniform sampler2DRect Texture_ScreenNormalMap;\n" +"uniform sampler2D Texture_ScreenDepth;\n" +"uniform sampler2D Texture_ScreenNormalMap;\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler2DRect Texture_ScreenDiffuse;\n" -"uniform sampler2DRect Texture_ScreenSpecular;\n" +"uniform sampler2D Texture_ScreenDiffuse;\n" +"uniform sampler2D Texture_ScreenSpecular;\n" "#endif\n" "\n" "uniform myhalf3 Color_Pants;\n" @@ -1003,15 +938,17 @@ static const char *builtinshaderstring = "uniform float FogRangeRecip;\n" "uniform float FogPlaneViewDist;\n" "uniform float FogHeightFade;\n" -"myhalf FogVertex(void)\n" +"float FogVertex(void)\n" "{\n" +" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" +" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n" " float fogfrac;\n" "#ifdef USEFOGOUTSIDE\n" " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" "#else\n" " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" "#endif\n" -" return myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" +" return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" "}\n" "#endif\n" "\n" @@ -1099,10 +1036,10 @@ static const char *builtinshaderstring = "#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"# ifndef USESHADOWMAPVSDCT\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" -"# ifndef USESHADOWMAPVSDCT\n" " vec2 tc;\n" " vec2 offset;\n" " float ma;\n" @@ -1141,22 +1078,26 @@ static const char *builtinshaderstring = " stc.xy += offset * ShadowMap_Parameters.y;\n" " stc.z += ShadowMap_Parameters.z;\n" " return stc;\n" +"}\n" "# else\n" +"vec3 GetShadowMapTC2D(vec3 dir)\n" +"{\n" +" vec3 adir = abs(dir);\n" " vec4 proj = textureCube(Texture_CubeProjection, dir);\n" " float ma = max(max(adir.x, adir.y), adir.z);\n" " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n" " stc.xy += proj.zw * ShadowMap_Parameters.y;\n" " stc.z += ShadowMap_Parameters.z;\n" " return stc;\n" -"# endif\n" "}\n" +"# endif\n" "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "vec4 GetShadowMapTCCube(vec3 dir)\n" "{\n" -" vec3 adir = abs(dir);\n" -" return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" +" vec3 adir = abs(dir);\n" +" return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" "}\n" "#endif\n" "\n" @@ -1169,9 +1110,9 @@ static const char *builtinshaderstring = "\n" "# ifdef USESHADOWMAPPCF\n" "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n" -" 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" +" 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" "# else\n" -" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" +" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" "# endif\n" "\n" "# else\n" @@ -1179,24 +1120,24 @@ static const char *builtinshaderstring = "# ifdef USESHADOWMAPPCF\n" "# if USESHADOWMAPPCF > 1\n" "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n" -" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" -" 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" -" 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" -" 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" -" 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" -" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" +" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" 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" +" 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" +" 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" +" 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" +" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# else\n" "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n" -" vec2 offset = fract(shadowmaptc.xy);\n" -" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" -" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" -" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" -" vec3 cols = row2 + mix(row1, row3, offset.y);\n" -" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" +" vec2 offset = fract(shadowmaptc.xy);\n" +" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" vec3 cols = row2 + mix(row1, row3, offset.y);\n" +" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" +" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" "# endif\n" "\n" "# endif\n" @@ -1207,34 +1148,34 @@ static const char *builtinshaderstring = "# ifdef USESHADOWMAP2D\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" -" float f;\n" +" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" +" float f;\n" "\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" -" 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" +" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" +" 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" "# else\n" -" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" "# endif\n" "# else\n" "# ifdef USESHADOWMAPPCF\n" "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" "# ifdef GL_ARB_texture_gather\n" -"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n" +"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" "# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n" +"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" "# endif\n" -" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" -" center *= ShadowMap_TextureScale;\n" -" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" -" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" -" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" -" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" -" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" -" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" +" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" center *= ShadowMap_TextureScale;\n" +" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" +" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" +" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" +" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" +" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" +" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# else\n" "# ifdef GL_EXT_gpu_shader4\n" "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" @@ -1242,57 +1183,91 @@ static const char *builtinshaderstring = "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" "# endif\n" "# if USESHADOWMAPPCF > 1\n" -" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" -" center *= ShadowMap_TextureScale;\n" -" 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" -" 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" -" 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" -" 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" -" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" +" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" center *= ShadowMap_TextureScale;\n" +" 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" +" 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" +" 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" +" 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" +" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# else\n" -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" -" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" -" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" -" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" -" vec3 cols = row2 + mix(row1, row3, offset.y);\n" -" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" +" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" +" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" vec3 cols = row2 + mix(row1, row3, offset.y);\n" +" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" "# endif\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" -" return f;\n" +" return f;\n" "}\n" "# endif\n" "\n" "# ifdef USESHADOWMAPCUBE\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" -" // apply depth texture cubemap as light filter\n" -" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" -" float f;\n" +" // apply depth texture cubemap as light filter\n" +" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" +" float f;\n" "# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" +" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" "# else\n" -" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" +" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" "# endif\n" -" return f;\n" +" return f;\n" "}\n" "# endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#endif // FRAGMENT_SHADER\n" +"\n" +"\n" +"\n" "\n" "#ifdef MODE_DEFERREDGEOMETRY\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix;\n" +"#endif\n" +"uniform mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" -"#define TexCoord TexCoordOffset\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FrontColor = gl_Color;\n" +" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" "#endif\n" "\n" -"#ifdef USEALPHAKILL\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEOFFSETMAPPING\n" +" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" +" VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" +" VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +"#ifdef USEALPHAKILL\n" " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n" " discard;\n" "#endif\n" @@ -1312,8 +1287,23 @@ static const char *builtinshaderstring = "\n" " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n" "}\n" +"#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 ModelViewMatrix;\n" +"void main(void)\n" +"{\n" +" ModelViewPosition = ModelViewMatrix * gl_Vertex;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" "uniform mat4 ViewToLight;\n" "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" "uniform vec2 ScreenToDepth;\n" @@ -1323,14 +1313,16 @@ static const char *builtinshaderstring = "uniform myhalf3 DeferredColor_Specular;\n" "uniform myhalf SpecularPower;\n" "#endif\n" +"uniform myhalf2 PixelToScreenTexCoord;\n" "void main(void)\n" "{\n" " // calculate viewspace pixel position\n" +" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " vec3 position;\n" -" position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n" +" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" -" myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n" +" myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" " // surfacenormal = pixel normal in viewspace\n" " // LightVector = pixel to light in viewspace\n" @@ -1371,12 +1363,94 @@ static const char *builtinshaderstring = "\n" "# ifdef USECUBEFILTER\n" " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n" -" gl_FragData[0] *= cubecolor;\n" -" gl_FragData[1] *= cubecolor;\n" +" gl_FragData[0].rgb *= cubecolor;\n" +" gl_FragData[1].rgb *= cubecolor;\n" "# endif\n" "}\n" +"#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix;\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform mat4 ModelToLight;\n" +"#endif\n" +"void main(void)\n" +"{\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" +" // copy the surface texcoord\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(ModelToLight * gl_Vertex);\n" +"\n" +"# ifdef USEDIFFUSE\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEEYEVECTOR\n" +" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +"\n" +"#ifdef USEREFLECTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" "#ifdef USEDEFERREDLIGHTMAP\n" +"uniform myhalf2 PixelToScreenTexCoord;\n" "uniform myhalf3 DeferredMod_Diffuse;\n" "uniform myhalf3 DeferredMod_Specular;\n" "#endif\n" @@ -1449,6 +1523,7 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" +"#ifdef USEDIFFUSE\n" " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" @@ -1461,6 +1536,9 @@ static const char *builtinshaderstring = "#endif\n" " color.rgb += glosstex * (specular * Color_Specular);\n" "#endif\n" +"#else\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"#endif\n" " color.rgb *= LightColor;\n" " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" @@ -1476,7 +1554,9 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTDIRECTION\n" "#define SHADING\n" +"#ifdef USEDIFFUSE\n" " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" +"#endif\n" "#define lightcolor LightColor\n" "#endif // MODE_LIGHTDIRECTION\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" @@ -1543,48 +1623,1495 @@ static const char *builtinshaderstring = "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" -" color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n" +" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" +" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" "#else\n" -" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" +" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" +"#endif\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +"#ifdef MODE_LIGHTSOURCE\n" +" color.rgb *= myhalf(FogVertex());\n" +"#else\n" +" color.rgb = mix(FogColor, color.rgb, FogVertex());\n" +"#endif\n" +"#endif\n" +"\n" +" // 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" +"#ifdef USEREFLECTION\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +"#endif\n" +"\n" +" gl_FragColor = vec4(color);\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"\n" +"#endif // !MODE_DEFERREDLIGHTSOURCE\n" +"#endif // !MODE_DEFERREDGEOMETRY\n" +"#endif // !MODE_WATER\n" +"#endif // !MODE_REFRACTION\n" +"#endif // !MODE_BLOOMBLUR\n" +"#endif // !MODE_GENERIC\n" +"#endif // !MODE_POSTPROCESS\n" +"#endif // !MODE_SHOWDEPTH\n" +"#endif // !MODE_DEPTH_OR_SHADOW\n" +; + +/* +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= +*/ + +const char *builtincgshaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" +"\n" +"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" +"# define USEFOG\n" +"#endif\n" +"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#define USELIGHTMAP\n" +"#endif\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n" +"#define USEEYEVECTOR\n" +"#endif\n" +"\n" +"#ifdef MODE_DEPTH_OR_SHADOW\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"out float4 gl_Position : POSITION\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"#else // !MODE_DEPTH_ORSHADOW\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_SHOWDEPTH\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR0\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float4 gl_FrontColor : COLOR0,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = gl_FrontColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_SHOWDEPTH\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_POSTPROCESS\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord1 : TEXCOORD0,\n" +"out float2 TexCoord2 : TEXCOORD1\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" +"#ifdef USEBLOOM\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" +"#endif\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord1 : TEXCOORD0,\n" +"float2 TexCoord2 : TEXCOORD1,\n" +"uniform sampler2D Texture_First,\n" +"#ifdef USEBLOOM\n" +"uniform sampler2D Texture_Second,\n" +"#endif\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler2D Texture_GammaRamps,\n" +"#endif\n" +"#ifdef USESATURATION\n" +"uniform float Saturation,\n" +"#endif\n" +"#ifdef USEVIEWTINT\n" +"uniform float4 ViewTintColor,\n" +"#endif\n" +"uniform float4 UserVec1,\n" +"uniform float4 UserVec2,\n" +"uniform float4 UserVec3,\n" +"uniform float4 UserVec4,\n" +"uniform float ClientTime,\n" +"uniform float2 PixelSize,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = tex2D(Texture_First, TexCoord1);\n" +"#ifdef USEBLOOM\n" +" gl_FragColor += tex2D(Texture_Second, TexCoord2);\n" +"#endif\n" +"#ifdef USEVIEWTINT\n" +" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" +"#endif\n" +"\n" +"#ifdef USEPOSTPROCESSING\n" +"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" +"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" +" gl_FragColor /= (1 + 5 * UserVec1.y);\n" +"#endif\n" +"\n" +"#ifdef USESATURATION\n" +" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" +" float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" +" //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n" +"#endif\n" +"\n" +"#ifdef USEGAMMARAMPS\n" +" gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" +" gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" +" gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" +"#endif\n" +"}\n" +"#endif\n" +"#else // !MODE_POSTPROCESS\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_GENERIC\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_Color : COLOR0,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float2 TexCoord1 : TEXCOORD0,\n" +"out float2 TexCoord2 : TEXCOORD1\n" +")\n" +"{\n" +" gl_FrontColor = gl_Color;\n" +"#ifdef USEDIFFUSE\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" +"#endif\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main\n" +"(\n" +"float4 gl_FrontColor : COLOR,\n" +"float2 TexCoord1 : TEXCOORD0,\n" +"float2 TexCoord2 : TEXCOORD1,\n" +"#ifdef USEDIFFUSE\n" +"uniform sampler2D Texture_First,\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"uniform sampler2D Texture_Second,\n" +"#endif\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = gl_FrontColor;\n" +"#ifdef USEDIFFUSE\n" +" gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" +"#endif\n" +"\n" +"#ifdef USESPECULAR\n" +" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" +"# ifdef USECOLORMAPPING\n" +" gl_FragColor *= tex2;\n" +"# endif\n" +"# ifdef USEGLOW\n" +" gl_FragColor += tex2;\n" +"# endif\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n" +"# endif\n" +"#endif\n" +"}\n" +"#endif\n" +"#else // !MODE_GENERIC\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_BLOOMBLUR\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0\n" +")\n" +"{\n" +" TexCoord = gl_MultiTexCoord0.xy;\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"uniform sampler2D Texture_First,\n" +"uniform float4 BloomBlur_Parameters,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" int i;\n" +" float2 tc = TexCoord;\n" +" float3 color = tex2D(Texture_First, tc).rgb;\n" +" tc += BloomBlur_Parameters.xy;\n" +" for (i = 1;i < SAMPLES;i++)\n" +" {\n" +" color += tex2D(Texture_First, tc).rgb;\n" +" tc += BloomBlur_Parameters.xy;\n" +" }\n" +" gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" +"}\n" +"#endif\n" +"#else // !MODE_BLOOMBLUR\n" +"#ifdef MODE_REFRACTION\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"uniform float4x4 TexMatrix,\n" +"uniform float3 EyePosition,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0,\n" +"out float3 EyeVector : TEXCOORD1,\n" +"out float4 ModelViewProjectionPosition : TEXCOORD2\n" +")\n" +"{\n" +" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD1,\n" +"float4 ModelViewProjectionPosition : TEXCOORD2,\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Refraction,\n" +"uniform sampler2D Texture_Reflection,\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform float4 RefractColor,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_REFRACTION\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_WATER\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"uniform float4x4 TexMatrix,\n" +"uniform float3 EyePosition,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0,\n" +"out float3 EyeVector : TEXCOORD1,\n" +"out float4 ModelViewProjectionPosition : TEXCOORD2\n" +")\n" +"{\n" +" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD1,\n" +"float4 ModelViewProjectionPosition : TEXCOORD2,\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Refraction,\n" +"uniform sampler2D Texture_Reflection,\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform float4 RefractColor,\n" +"uniform float4 ReflectColor,\n" +"uniform float ReflectFactor,\n" +"uniform float ReflectOffset,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" +" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"#endif\n" +"#else // !MODE_WATER\n" +"\n" +"\n" +"\n" +"\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"#ifdef USEFOG\n" +"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n" +"{\n" +" float fogfrac;\n" +"#ifdef USEFOGOUTSIDE\n" +" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" +"#else\n" +" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" +"#endif\n" +" return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" +"}\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n" +"{\n" +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" // 14 sample relief mapping: linear search and then binary search\n" +" // this basically steps forward a small amount repeatedly until it finds\n" +" // itself inside solid, then jitters forward and back using decreasing\n" +" // amounts to find the impact\n" +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" float3 RT = float3(TexCoord, 1);\n" +" OffsetVector *= 0.1;\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" +" return RT.xy;\n" +"#else\n" +" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" +" // this basically moves forward the full distance, and then backs up based\n" +" // on height of samples\n" +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" +" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" +" TexCoord += OffsetVector;\n" +" OffsetVector *= 0.333;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" return TexCoord;\n" +"#endif\n" +"}\n" +"#endif // USEOFFSETMAPPING\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"# ifndef USESHADOWMAPVSDCT\n" +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" +"{\n" +" float3 adir = abs(dir);\n" +" float2 tc;\n" +" float2 offset;\n" +" float ma;\n" +" if (adir.x > adir.y)\n" +" {\n" +" if (adir.x > adir.z) // X\n" +" {\n" +" ma = adir.x;\n" +" tc = dir.zy;\n" +" offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n" +" }\n" +" else // Z\n" +" {\n" +" ma = adir.z;\n" +" tc = dir.xy;\n" +" offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n" +" }\n" +" }\n" +" else\n" +" {\n" +" if (adir.y > adir.z) // Y\n" +" {\n" +" ma = adir.y;\n" +" tc = dir.xz;\n" +" offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n" +" }\n" +" else // Z\n" +" {\n" +" ma = adir.z;\n" +" tc = dir.xy;\n" +" offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n" +" }\n" +" }\n" +"\n" +" float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n" +" stc.xy += offset * ShadowMap_Parameters.y;\n" +" stc.z += ShadowMap_Parameters.z;\n" +" return stc;\n" +"}\n" +"# else\n" +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" +"{\n" +" float3 adir = abs(dir);\n" +" float4 proj = texCUBE(Texture_CubeProjection, dir);\n" +" float ma = max(max(adir.x, adir.y), adir.z);\n" +" float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n" +" stc.xy += proj.zw * ShadowMap_Parameters.y;\n" +" stc.z += ShadowMap_Parameters.z;\n" +" return stc;\n" +"}\n" +"# endif\n" +"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n" +"{\n" +" float3 adir = abs(dir);\n" +" return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" +"}\n" +"#endif\n" +"\n" +"# ifdef USESHADOWMAPRECT\n" +"#ifdef USESHADOWMAPVSDCT\n" +"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" +"#else\n" +"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n" +"#endif\n" +"{\n" +"#ifdef USESHADOWMAPVSDCT\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" +"#else\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" +"#endif\n" +" float f;\n" +"# ifdef USESHADOWSAMPLER\n" +"\n" +"# ifdef USESHADOWMAPPCF\n" +"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n" +" 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" +"# else\n" +" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" +"# endif\n" +"\n" +"# else\n" +"\n" +"# ifdef USESHADOWMAPPCF\n" +"# if USESHADOWMAPPCF > 1\n" +"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n" +" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" +" 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" +" 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" +" 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" +" 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" +" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +"# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n" +" float2 offset = frac(shadowmaptc.xy);\n" +" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" float3 cols = row2 + lerp(row1, row3, offset.y);\n" +" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n" +"# endif\n" +"# else\n" +" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" +"# endif\n" +"\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"\n" +"# ifdef USESHADOWMAP2D\n" +"#ifdef USESHADOWMAPVSDCT\n" +"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" +"#else\n" +"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" +"#endif\n" +"{\n" +"#ifdef USESHADOWMAPVSDCT\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" +"#else\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" +"#endif\n" +" float f;\n" +"\n" +"# ifdef USESHADOWSAMPLER\n" +"# ifdef USESHADOWMAPPCF\n" +"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" +" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" +" 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" +"# else\n" +" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +"# endif\n" +"# else\n" +"# ifdef USESHADOWMAPPCF\n" +"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" +"# ifdef GL_ARB_texture_gather\n" +"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n" +"# else\n" +"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n" +"# endif\n" +" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" +" center *= ShadowMap_TextureScale;\n" +" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" +" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" +" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" +" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" +" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" +" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n" +"# if USESHADOWMAPPCF > 1\n" +" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" +" center *= ShadowMap_TextureScale;\n" +" 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" +" 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" +" 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" +" 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" +" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n" +" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" float3 cols = row2 + lerp(row1, row3, offset.y);\n" +" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n" +"# endif\n" +"# endif\n" +"# else\n" +" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +"# endif\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"\n" +"# ifdef USESHADOWMAPCUBE\n" +"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n" +"{\n" +" // apply depth texture cubemap as light filter\n" +" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n" +" float f;\n" +"# ifdef USESHADOWSAMPLER\n" +" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" +"# else\n" +" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#endif // FRAGMENT_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_DEFERREDGEOMETRY\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" +"uniform float4x4 TexMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform float4x4 BackgroundTexMatrix,\n" +"#endif\n" +"uniform float4x4 ModelViewMatrix,\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float3 EyePosition,\n" +"#endif\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float4 TexCoordBoth : TEXCOORD0,\n" +"#ifdef USEOFFSETMAPPING\n" +"out float3 EyeVector : TEXCOORD2,\n" +"#endif\n" +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n" +")\n" +"{\n" +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FrontColor = gl_Color;\n" +" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEOFFSETMAPPING\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" +" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" +" VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float4 TexCoordBoth : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD2,\n" +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"uniform sampler2D Texture_Normal,\n" +"#ifdef USEALPHAKILL\n" +"uniform sampler2D Texture_Color,\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform sampler2D Texture_SecondaryNormal,\n" +"#endif\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale,\n" +"#endif\n" +"uniform half SpecularPower,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 TexCoord = TexCoordBoth.xy;\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +"#ifdef USEALPHAKILL\n" +" if (tex2D(Texture_Color, TexCoord).a < 0.5)\n" +" discard;\n" +"#endif\n" +"\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float alpha = tex2D(Texture_Color, TexCoord).a;\n" +" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" +" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" +" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" +"#endif\n" +"\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n" +"#else\n" +" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n" +"#endif\n" +"\n" +" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDGEOMETRY\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewMatrix,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 ModelViewPosition : TEXCOORD0\n" +")\n" +"{\n" +" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 Pixel : WPOS,\n" +"float4 ModelViewPosition : TEXCOORD0,\n" +"uniform float4x4 ViewToLight,\n" +"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" +"uniform float3 LightPosition,\n" +"uniform half2 PixelToScreenTexCoord,\n" +"uniform half3 DeferredColor_Ambient,\n" +"uniform half3 DeferredColor_Diffuse,\n" +"#ifdef USESPECULAR\n" +"uniform half3 DeferredColor_Specular,\n" +"uniform half SpecularPower,\n" +"#endif\n" +"uniform sampler2D Texture_Attenuation,\n" +"uniform sampler2D Texture_ScreenDepth,\n" +"uniform sampler2D Texture_ScreenNormalMap,\n" +"\n" +"#ifdef USESHADOWMAPRECT\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"# else\n" +"uniform samplerRECT Texture_ShadowMapRect,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"# else\n" +"uniform sampler2D Texture_ShadowMap2D,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +"uniform samplerCUBE Texture_CubeProjection,\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"# else\n" +"uniform samplerCUBE Texture_ShadowMapCube,\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" +"uniform float2 ShadowMap_TextureScale,\n" +"uniform float4 ShadowMap_Parameters,\n" +"#endif\n" +"\n" +"out float4 gl_FragData0 : COLOR0,\n" +"out float4 gl_FragData1 : COLOR1\n" +")\n" +"{\n" +" // calculate viewspace pixel position\n" +" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" +" ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" +" float3 position;\n" +" position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" +" // decode viewspace pixel normal\n" +" half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" +" half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n" +" // surfacenormal = pixel normal in viewspace\n" +" // LightVector = pixel to light in viewspace\n" +" // CubeVector = position in lightspace\n" +" // eyevector = pixel to view in viewspace\n" +" float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n" +" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" +"#ifdef USEDIFFUSE\n" +" // calculate diffuse shading\n" +" half3 lightnormal = half3(normalize(LightPosition - position));\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" // calculate directional shading\n" +" float3 eyevector = position * -1.0;\n" +"# ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n" +"# else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n" +" fade *= ShadowMapCompare(CubeVector,\n" +"# if defined(USESHADOWMAP2D)\n" +"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" +"# endif\n" +"# if defined(USESHADOWMAPRECT)\n" +"Texture_ShadowMapRect, ShadowMap_Parameters\n" +"# endif\n" +"# if defined(USESHADOWMAPCUBE)\n" +"Texture_ShadowMapCube, ShadowMap_Parameters\n" +"# endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +", Texture_CubeProjection\n" +"#endif\n" +" );\n" +"#endif\n" +"\n" +"#ifdef USEDIFFUSE\n" +" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" +"#else\n" +" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" +"#else\n" +" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" +"#endif\n" +"\n" +"# ifdef USECUBEFILTER\n" +" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" +" gl_FragData0.rgb *= cubecolor;\n" +" gl_FragData1.rgb *= cubecolor;\n" +"# endif\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDLIGHTSOURCE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" +"\n" +"uniform float3 EyePosition,\n" +"uniform float4x4 TexMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform float4x4 BackgroundTexMatrix,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform float4x4 ModelToLight,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform float3 LightPosition,\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform float3 LightDir,\n" +"#endif\n" +"uniform float4 FogPlane,\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform float3 LightPosition,\n" +"#endif\n" +"\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float4 TexCoordBoth : TEXCOORD0,\n" +"#ifdef USELIGHTMAP\n" +"out float2 TexCoordLightmap : TEXCOORD1,\n" +"#endif\n" +"#ifdef USEEYEVECTOR\n" +"out float3 EyeVector : TEXCOORD2,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"out float4 ModelViewProjectionPosition : TEXCOORD3,\n" +"#endif\n" +"#ifdef USEFOG\n" +"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" +"#endif\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"out float3 LightVector : TEXCOORD5,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"out float3 CubeVector : TEXCOORD3,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"#endif\n" +"out float4 gl_Position : POSITION\n" +")\n" +"{\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" +" // copy the surface texcoord\n" +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +" TexCoordLightmap = float2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = float3(mul(ModelToLight, gl_Vertex));\n" +"\n" +"# ifdef USEDIFFUSE\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEEYEVECTOR\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"\n" +"#ifdef USEREFLECTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"float2 Pixel : WPOS,\n" +"#endif\n" +"float4 gl_FrontColor : COLOR,\n" +"float4 TexCoordBoth : TEXCOORD0,\n" +"#ifdef USELIGHTMAP\n" +"float2 TexCoordLightmap : TEXCOORD1,\n" +"#endif\n" +"#ifdef USEEYEVECTOR\n" +"float3 EyeVector : TEXCOORD2,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"float4 ModelViewProjectionPosition : TEXCOORD3,\n" +"#endif\n" +"#ifdef USEFOG\n" +"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" +"#endif\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"float3 LightVector : TEXCOORD5,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"float3 CubeVector : TEXCOORD3,\n" +"#endif\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"float4 ModelViewPosition : TEXCOORD0,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"#endif\n" +"\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Color,\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"uniform sampler2D Texture_Gloss,\n" +"#endif\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_Glow,\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform sampler2D Texture_SecondaryNormal,\n" +"uniform sampler2D Texture_SecondaryColor,\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"uniform sampler2D Texture_SecondaryGloss,\n" +"#endif\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_SecondaryGlow,\n" +"#endif\n" +"#endif\n" +"#ifdef USECOLORMAPPING\n" +"uniform sampler2D Texture_Pants,\n" +"uniform sampler2D Texture_Shirt,\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform sampler2D Texture_FogMask,\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +"uniform sampler2D Texture_Lightmap,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"uniform sampler2D Texture_Deluxemap,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"uniform sampler2D Texture_Reflection,\n" +"#endif\n" +"\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform sampler2D Texture_ScreenDepth,\n" +"uniform sampler2D Texture_ScreenNormalMap,\n" +"#endif\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform sampler2D Texture_ScreenDiffuse,\n" +"uniform sampler2D Texture_ScreenSpecular,\n" +"#endif\n" +"\n" +"#ifdef USECOLORMAPPING\n" +"uniform half3 Color_Pants,\n" +"uniform half3 Color_Shirt,\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform float3 FogColor,\n" +"uniform float FogRangeRecip,\n" +"uniform float FogPlaneViewDist,\n" +"uniform float FogHeightFade,\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale,\n" +"#endif\n" +"\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform half2 PixelToScreenTexCoord,\n" +"uniform half3 DeferredMod_Diffuse,\n" +"uniform half3 DeferredMod_Specular,\n" +"#endif\n" +"uniform half3 Color_Ambient,\n" +"uniform half3 Color_Diffuse,\n" +"uniform half3 Color_Specular,\n" +"uniform half SpecularPower,\n" +"#ifdef USEGLOW\n" +"uniform half3 Color_Glow,\n" +"#endif\n" +"uniform half Alpha,\n" +"#ifdef USEREFLECTION\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform half4 ReflectColor,\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform half3 LightColor,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform half3 LightColor,\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" +"uniform sampler2D Texture_Attenuation,\n" +"uniform samplerCUBE Texture_Cube,\n" +"\n" +"#ifdef USESHADOWMAPRECT\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"# else\n" +"uniform samplerRECT Texture_ShadowMapRect,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"# else\n" +"uniform sampler2D Texture_ShadowMap2D,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +"uniform samplerCUBE Texture_CubeProjection,\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"# else\n" +"uniform samplerCUBE Texture_ShadowMapCube,\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" +"uniform float2 ShadowMap_TextureScale,\n" +"uniform float4 ShadowMap_Parameters,\n" +"#endif\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 TexCoord = TexCoordBoth.xy;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float2 TexCoord2 = TexCoordBoth.zw;\n" +"#endif\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" // combine the diffuse textures (base, pants, shirt)\n" +" half4 color = half4(tex2D(Texture_Color, TexCoord));\n" +"#ifdef USEALPHAKILL\n" +" if (color.a < 0.5)\n" +" discard;\n" +"#endif\n" +" color.a *= Alpha;\n" +"#ifdef USECOLORMAPPING\n" +" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" +" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" +" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" +" color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n" +" color.a = 1.0;\n" +" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n" +"#endif\n" +"\n" +" // get the surface normal\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n" +"#else\n" +" half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n" +"#endif\n" +"\n" +" // get the material colors\n" +" half3 diffusetex = color.rgb;\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n" +"# else\n" +" half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n" +"# endif\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // light source\n" +"#ifdef USEDIFFUSE\n" +" half3 lightnormal = half3(normalize(LightVector));\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" +"#ifdef USESPECULAR\n" +"#ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"#else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +" color.rgb += glosstex * (specular * Color_Specular);\n" +"#endif\n" +"#else\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"#endif\n" +" color.rgb *= LightColor;\n" +" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" +" color.rgb *= ShadowMapCompare(CubeVector,\n" +"# if defined(USESHADOWMAP2D)\n" +"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" +"# endif\n" +"# if defined(USESHADOWMAPRECT)\n" +"Texture_ShadowMapRect, ShadowMap_Parameters\n" +"# endif\n" +"# if defined(USESHADOWMAPCUBE)\n" +"Texture_ShadowMapCube, ShadowMap_Parameters\n" +"# endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +", Texture_CubeProjection\n" +"#endif\n" +" );\n" +"\n" +"#endif\n" +"# ifdef USECUBEFILTER\n" +" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n" +"# endif\n" +"#endif // MODE_LIGHTSOURCE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"#define SHADING\n" +"#ifdef USEDIFFUSE\n" +" half3 lightnormal = half3(normalize(LightVector));\n" +"#endif\n" +"#define lightcolor LightColor\n" +"#endif // MODE_LIGHTDIRECTION\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" +" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" +" // convert modelspace light vector to tangentspace\n" +" half3 lightnormal;\n" +" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" +" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" +" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n" +" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" +" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" +" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" +" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" +" // to map the luxels to coordinates on the draw surfaces), which also causes\n" +" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" +" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" +" // nudge is done here at expense of some additional fps. This is ONLY needed for\n" +" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" +" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" +" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTMAP\n" +" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" +"#endif // MODE_LIGHTMAP\n" +"#ifdef MODE_VERTEXCOLOR\n" +" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" +"#endif // MODE_VERTEXCOLOR\n" +"#ifdef MODE_FLATCOLOR\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"#endif // MODE_FLATCOLOR\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef SHADING\n" +"# ifdef USEDIFFUSE\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"# ifdef USESPECULAR\n" +"# ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"# else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n" +"# else\n" +" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" +"# endif\n" +"# else\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" +" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +"#endif\n" +"\n" +"#ifdef USEGLOW\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" +"#else\n" +" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEFOG\n" -" color.rgb = mix(FogColor, color.rgb, FogVertex());\n" +"#ifdef MODE_LIGHTSOURCE\n" +" color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n" +"#else\n" +" color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n" +"#endif\n" "#endif\n" "\n" " // 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" "#ifdef USEREFLECTION\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" +" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" -" gl_FragColor = vec4(color);\n" +" gl_FragColor = float4(color);\n" "}\n" -"#endif // !MODE_DEFERREDLIGHTSOURCE\n" -"#endif // !MODE_DEFERREDGEOMETRY\n" -"\n" "#endif // FRAGMENT_SHADER\n" "\n" +"#endif // !MODE_DEFERREDLIGHTSOURCE\n" +"#endif // !MODE_DEFERREDGEOMETRY\n" "#endif // !MODE_WATER\n" "#endif // !MODE_REFRACTION\n" "#endif // !MODE_BLOOMBLUR\n" @@ -1594,6 +3121,8 @@ static const char *builtinshaderstring = "#endif // !MODE_DEPTH_OR_SHADOW\n" ; +//======================================================================================================================================================= + typedef struct shaderpermutationinfo_s { const char *pretext; @@ -1640,7 +3169,7 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array - SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array } shaderpermutation_t; @@ -1698,7 +3227,7 @@ typedef enum shadermode_e shadermode_t; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! -shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = +shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, @@ -1717,6 +3246,27 @@ shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; +#ifdef SUPPORTCG +shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = +{ + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +}; +#endif + struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s { @@ -1801,6 +3351,12 @@ typedef struct r_glsl_permutation_s int loc_UserVec4; int loc_ViewTintColor; int loc_ViewToLight; + int loc_ModelToLight; + int loc_TexMatrix; + int loc_BackgroundTexMatrix; + int loc_ModelViewProjectionMatrix; + int loc_ModelViewMatrix; + int loc_PixelToScreenTexCoord; } r_glsl_permutation_t; @@ -1861,7 +3417,7 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; - shadermodeinfo_t *modeinfo = shadermodeinfo + mode; + shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; @@ -1881,7 +3437,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); - strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) @@ -1890,9 +3446,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; // the second pretext is the mode (for example a light source) - vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext; - geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext; - fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext; + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; strlcat(permutationname, modeinfo->name, sizeof(permutationname)); // now add all the permutation pretexts @@ -2008,6 +3564,12 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4"); p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor"); p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight"); + p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight"); + p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix"); + p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix"); + p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix"); + p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); + p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); @@ -2038,8 +3600,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE); if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR); CHECKGLERROR - if (developer.integer) - Con_Printf("^5GLSL shader %s compiled.\n", permutationname); + Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname); } else Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname); @@ -2053,57 +3614,469 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(fragmentstring); } -void R_GLSL_Restart_f(void) +void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) { - unsigned int i, limit; - r_glsl_permutation_t *p; - limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); - for (i = 0;i < limit;i++) + r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); + if (r_glsl_permutation != perm) { - if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + r_glsl_permutation = perm; + if (!r_glsl_permutation->program) { - GL_Backend_FreeProgram(p->program); - Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(perm, mode, permutation); + if (!r_glsl_permutation->program) + { + // remove features until we find a valid permutation + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + // reduce i more quickly whenever it would not remove any bits + int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + if (!(permutation & j)) + continue; + permutation -= j; + r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(perm, mode, permutation); + if (r_glsl_permutation->program) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); + qglUseProgramObjectARB(0);CHECKGLERROR + return; // no bit left to clear, entire mode is broken + } + } } + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR } - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); } -void R_GLSL_DumpShader_f(void) +#ifdef SUPPORTCG +#include +struct r_cg_permutation_s; +typedef struct r_cg_permutation_s { - int i; + /// hash lookup data + struct r_cg_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + + /// indicates if we have tried compiling this permutation already + qboolean compiled; + /// 0 if compilation failed + CGprogram vprogram; + CGprogram fprogram; + /// locations of detected parameters in programs, or NULL if not found + CGparameter vp_EyePosition; + CGparameter vp_FogPlane; + CGparameter vp_LightDir; + CGparameter vp_LightPosition; + CGparameter vp_ModelToLight; + CGparameter vp_TexMatrix; + CGparameter vp_BackgroundTexMatrix; + CGparameter vp_ModelViewProjectionMatrix; + CGparameter vp_ModelViewMatrix; + + CGparameter fp_Texture_First; + CGparameter fp_Texture_Second; + CGparameter fp_Texture_GammaRamps; + CGparameter fp_Texture_Normal; + CGparameter fp_Texture_Color; + CGparameter fp_Texture_Gloss; + CGparameter fp_Texture_Glow; + CGparameter fp_Texture_SecondaryNormal; + CGparameter fp_Texture_SecondaryColor; + CGparameter fp_Texture_SecondaryGloss; + CGparameter fp_Texture_SecondaryGlow; + CGparameter fp_Texture_Pants; + CGparameter fp_Texture_Shirt; + CGparameter fp_Texture_FogMask; + CGparameter fp_Texture_Lightmap; + CGparameter fp_Texture_Deluxemap; + CGparameter fp_Texture_Attenuation; + CGparameter fp_Texture_Cube; + CGparameter fp_Texture_Refraction; + CGparameter fp_Texture_Reflection; + CGparameter fp_Texture_ShadowMapRect; + CGparameter fp_Texture_ShadowMapCube; + CGparameter fp_Texture_ShadowMap2D; + CGparameter fp_Texture_CubeProjection; + CGparameter fp_Texture_ScreenDepth; + CGparameter fp_Texture_ScreenNormalMap; + CGparameter fp_Texture_ScreenDiffuse; + CGparameter fp_Texture_ScreenSpecular; + CGparameter fp_Alpha; + CGparameter fp_BloomBlur_Parameters; + CGparameter fp_ClientTime; + CGparameter fp_Color_Ambient; + CGparameter fp_Color_Diffuse; + CGparameter fp_Color_Specular; + CGparameter fp_Color_Glow; + CGparameter fp_Color_Pants; + CGparameter fp_Color_Shirt; + CGparameter fp_DeferredColor_Ambient; + CGparameter fp_DeferredColor_Diffuse; + CGparameter fp_DeferredColor_Specular; + CGparameter fp_DeferredMod_Diffuse; + CGparameter fp_DeferredMod_Specular; + CGparameter fp_DistortScaleRefractReflect; + CGparameter fp_EyePosition; + CGparameter fp_FogColor; + CGparameter fp_FogHeightFade; + CGparameter fp_FogPlane; + CGparameter fp_FogPlaneViewDist; + CGparameter fp_FogRangeRecip; + CGparameter fp_LightColor; + CGparameter fp_LightDir; + CGparameter fp_LightPosition; + CGparameter fp_OffsetMapping_Scale; + CGparameter fp_PixelSize; + CGparameter fp_ReflectColor; + CGparameter fp_ReflectFactor; + CGparameter fp_ReflectOffset; + CGparameter fp_RefractColor; + CGparameter fp_Saturation; + CGparameter fp_ScreenCenterRefractReflect; + CGparameter fp_ScreenScaleRefractReflect; + CGparameter fp_ScreenToDepth; + CGparameter fp_ShadowMap_Parameters; + CGparameter fp_ShadowMap_TextureScale; + CGparameter fp_SpecularPower; + CGparameter fp_UserVec1; + CGparameter fp_UserVec2; + CGparameter fp_UserVec3; + CGparameter fp_UserVec4; + CGparameter fp_ViewTintColor; + CGparameter fp_ViewToLight; + CGparameter fp_PixelToScreenTexCoord; +} +r_cg_permutation_t; + +/// information about each possible shader permutation +r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +/// currently selected permutation +r_cg_permutation_t *r_cg_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_cg_permutationarray; + +#define CHECKCGERROR {CGerror err = 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));}} - qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false); - if(!file) +static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_cg_permutation_t *p; + for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext) { - Con_Printf("failed to write to glsl/default.glsl\n"); - return; + if (p->mode == mode && p->permutation == permutation) + { + //if (hashdepth > 10) + // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; + } + //hashdepth++; + } + p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_cg_permutationhash[mode][hashindex]; + r_cg_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; +} + +static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice) +{ + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) + { + if (printfromdisknotice) + Con_DPrintf("from disk %s... ", filename); + return shaderstring; } + else if (!strcmp(filename, "cg/default.cg")) + { + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1); + memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1); + } + return shaderstring; +} + +static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation) +{ + int i; + shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; + char *t; + char *vertexstring, *geometrystring, *fragmentstring; + char *vertstring, *geomstring, *fragstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; + char permutationname[256]; + CGprofile vertexProfile; + CGprofile fragmentProfile; + + if (p->compiled) + return; + p->compiled = true; + p->vprogram = NULL; + p->fprogram = NULL; + + permutationname[0] = 0; + vertexstring = R_CG_GetText(modeinfo->vertexfilename, true); + geometrystring = R_CG_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + + // the first pretext is which type of shader to compile as + // (later these will all be bound together as a program object) + vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; + geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; + + // the second pretext is the mode (for example a light source) + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; + strlcat(permutationname, modeinfo->name, sizeof(permutationname)); - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, shadermodeinfo[i].pretext); + // now add all the permutation pretexts for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinshaderstring); - FS_Close(file); + { + if (permutation & (1<vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL))) + { + CHECKCGERROR +#if 0 + cgCompileProgram(p->vprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->vprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->vprogram);CHECKCGERROR + p->vprogram = 0; + } + else +#endif + { + cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR + // look up all the uniform variable names we care about, so we don't + // have to look them up every time we set them + CHECKCGERROR + p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition"); + p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane"); + p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir"); + p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition"); + p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight"); + p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix"); + p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix"); + p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix"); + p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix"); + CHECKCGERROR + } + } - Con_Printf("glsl/default.glsl written\n"); + // compile the fragment program + if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL))) + { +#if 0 + cgCompileProgram(p->fprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->fprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->fprogram);CHECKCGERROR + p->fprogram = 0; + } + else +#endif + { + cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR + CHECKCGERROR + p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First"); + p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second"); + p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps"); + p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal"); + p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color"); + p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss"); + p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow"); + p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal"); + p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor"); + p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss"); + p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow"); + p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants"); + p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt"); + p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask"); + p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap"); + p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap"); + p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation"); + p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube"); + p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction"); + p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection"); + p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect"); + p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube"); + p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D"); + p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection"); + p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth"); + p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap"); + p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse"); + p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular"); + p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha"); + p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters"); + p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime"); + p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient"); + p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse"); + p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular"); + p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow"); + p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants"); + p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt"); + p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient"); + p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse"); + p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular"); + p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse"); + p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular"); + p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect"); + p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition"); + p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor"); + p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade"); + p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane"); + p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist"); + p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip"); + p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor"); + p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir"); + p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition"); + p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale"); + p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize"); + p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor"); + p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor"); + p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset"); + p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor"); + p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation"); + p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect"); + p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect"); + p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth"); + p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters"); + p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale"); + p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower"); + p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1"); + p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2"); + p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3"); + p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4"); + p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor"); + p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); + p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord"); + CHECKCGERROR + } + } + + if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0])) + Con_DPrintf("^5CG shader %s compiled.\n", permutationname); + else + Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname); + + // free the strings + if (vertstring) + Mem_Free(vertstring); + if (geomstring) + Mem_Free(geomstring); + if (fragstring) + Mem_Free(fragstring); + if (vertexstring) + Mem_Free(vertexstring); + if (geometrystring) + Mem_Free(geometrystring); + if (fragmentstring) + Mem_Free(fragmentstring); } -void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) +void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) { - r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); - if (r_glsl_permutation != perm) + r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation); + CHECKGLERROR + CHECKCGERROR + if (r_cg_permutation != perm) { - r_glsl_permutation = perm; - if (!r_glsl_permutation->program) + r_cg_permutation = perm; + if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) { - if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(perm, mode, permutation); - if (!r_glsl_permutation->program) + if (!r_cg_permutation->compiled) + R_CG_CompilePermutation(perm, mode, permutation); + if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) { // remove features until we find a valid permutation int i; @@ -2114,73 +4087,216 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) if (!(permutation & j)) continue; permutation -= j; - r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(perm, mode, permutation); - if (r_glsl_permutation->program) + r_cg_permutation = R_CG_FindPermutation(mode, permutation); + if (!r_cg_permutation->compiled) + R_CG_CompilePermutation(perm, mode, permutation); + if (r_cg_permutation->vprogram || r_cg_permutation->fprogram) break; } if (i >= SHADERPERMUTATION_COUNT) { - //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); - r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - qglUseProgramObjectARB(0);CHECKGLERROR + //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_cg_permutation = R_CG_FindPermutation(mode, permutation); return; // no bit left to clear, entire mode is broken } } } CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + CHECKCGERROR + if (r_cg_permutation->vprogram) + { + cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + } + else + { + cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + } + if (r_cg_permutation->fprogram) + { + cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + } + else + { + cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + } } + CHECKCGERROR + if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR +} + +void CG_BindTexture(CGparameter param, rtexture_t *tex) +{ + cgGLSetTextureParameter(param, R_GetTexture(tex)); + cgGLEnableTextureParameter(param); } +#endif -void R_SetupGenericShader(qboolean usetexture) +void R_GLSL_Restart_f(void) { + unsigned int i, limit; switch(vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0); + { + r_glsl_permutation_t *p; + r_glsl_permutation = NULL; + limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + { + GL_Backend_FreeProgram(p->program); + Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + } + } + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + } + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + { + r_cg_permutation_t *p; + r_cg_permutation = NULL; + cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i))) + { + if (p->vprogram) + cgDestroyProgram(p->vprogram); + if (p->fprogram) + cgDestroyProgram(p->fprogram); + Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p); + } + } + memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); + } break; +#endif case RENDERPATH_GL13: case RENDERPATH_GL11: break; } } -void R_SetupGenericTwoTextureShader(int texturemode) +void R_GLSL_DumpShader_f(void) +{ + int i; + qfile_t *file; + + file = FS_OpenRealFile("glsl/default.glsl", "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, glslshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtinshaderstring); + FS_Close(file); + Con_Printf("glsl/default.glsl written\n"); + } + else + Con_Printf("failed to write to glsl/default.glsl\n"); + +#ifdef SUPPORTCG + file = FS_OpenRealFile("cg/default.cg", "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, cgshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtincgshaderstring); + FS_Close(file); + Con_Printf("cg/default.cg written\n"); + } + else + Con_Printf("failed to write to cg/default.cg\n"); +#endif +} + +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) { + if (!second) + texturemode = GL_MODULATE; switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first ); + if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + CHECKCGERROR + R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR +#endif break; case RENDERPATH_GL13: + R_Mesh_TexBind(0, first ); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexBind(1, second); + if (second) + R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); + break; case RENDERPATH_GL11: - R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1); + R_Mesh_TexBind(0, first ); break; } } -void R_SetupDepthOrShadowShader(void) +void R_SetupShader_DepthOrShadow(void) { switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0); +#endif break; case RENDERPATH_GL13: + R_Mesh_TexBind(0, 0); + R_Mesh_TexBind(1, 0); break; case RENDERPATH_GL11: + R_Mesh_TexBind(0, 0); break; } } -void R_SetupShowDepthShader(void) +void R_SetupShader_ShowDepth(void) { switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0); +#endif break; case RENDERPATH_GL13: break; @@ -2202,7 +4318,18 @@ extern float r_shadow_shadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; extern qboolean r_shadow_shadowmapsampler; extern int r_shadow_shadowmappcf; -void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) +extern rtexture_t *r_shadow_shadowmaprectangletexture; +extern rtexture_t *r_shadow_shadowmap2dtexture; +extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +extern rtexture_t *r_shadow_shadowmapvsdcttexture; +extern int r_shadow_shadowmaplod; // changes for each light based on distance +extern int r_shadow_prepass_width; +extern int r_shadow_prepass_height; +extern rtexture_t *r_shadow_prepassgeometrydepthtexture; +extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +extern rtexture_t *r_shadow_prepasslightingdiffusetexture; +extern rtexture_t *r_shadow_prepasslightingspeculartexture; +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -2210,13 +4337,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; - // TODO: implement geometry-shader based shadow volumes someday - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } + float m16f[16]; if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background @@ -2224,22 +4345,53 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f mode = SHADERMODE_WATER; else mode = SHADERMODE_REFRACTION; + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest(false); + GL_BlendFunc(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY) { + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + permutation |= SHADERPERMUTATION_ALPHAKILL; // normalmap (deferred prepass), may use alpha test on diffuse mode = SHADERMODE_DEFERREDGEOMETRY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest(false); + GL_BlendFunc(GL_ONE, GL_ZERO); + } + else if (rsurfacepass == RSURFPASS_RTLIGHT) + { if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } - } - else if (rsurfacepass == RSURFPASS_RTLIGHT) - { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) @@ -2249,7 +4401,11 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f if (diffusescale > 0) permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) + { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_shadow_glossexact.integer) + permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; + } if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; if (rsurface.texture->colormapping) @@ -2272,40 +4428,90 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f else if (r_shadow_shadowmappcf) permutation |= SHADERPERMUTATION_SHADOWMAPPCF; } + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) + { + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + } + else + { + R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + } + //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; ambientscale = diffusescale = specularscale = 0; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) - permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) + { + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + } + else + { + R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + } + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) + { if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - permutation |= SHADERPERMUTATION_REFLECTION; - } - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) - { - // directional model lighting - mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + // directional model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) + { permutation |= SHADERPERMUTATION_SPECULAR; + if (r_shadow_glossexact.integer) + permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; + } if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; if (rsurface.texture->colormapping) @@ -2314,14 +4520,37 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f permutation |= SHADERPERMUTATION_REFLECTION; if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) + { + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + } + else + { + R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + } + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { - // ambient model lighting - mode = SHADERMODE_LIGHTDIRECTION; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + // ambient model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; @@ -2331,10 +4560,45 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f permutation |= SHADERPERMUTATION_REFLECTION; if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) + { + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + } + else + { + R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + } + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else { + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; // lightmapped wall + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) + permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) @@ -2344,7 +4608,16 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) + { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_shadow_glossexact.integer) + permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; + } + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); } else if (r_glsl_deluxemapping.integer >= 2) { @@ -2352,120 +4625,319 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) + { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_shadow_glossexact.integer) + permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; + } + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { // ordinary lightmapping (q1bsp, q3bsp) mode = SHADERMODE_LIGHTMAP; + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + else + R_Mesh_ColorPointer(NULL, 0, 0); } else { // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; + R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) - permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) - permutation |= SHADERPERMUTATION_GLOW; - if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; - if (rsurface.texture->colormapping) - permutation |= SHADERPERMUTATION_COLORMAPPING; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - permutation |= SHADERPERMUTATION_REFLECTION; - if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) - permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; - } - if(permutation & SHADERPERMUTATION_SPECULAR) - if(r_shadow_glossexact.integer) - permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; - if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass) - permutation |= SHADERPERMUTATION_ALPHAKILL; - R_SetupShader_SetPermutation(mode, permutation); - if (mode == SHADERMODE_LIGHTSOURCE) - { - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale); - - // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) + { + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + } + else + { + R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); + R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + } + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } - else + switch(vid.renderpath) { - if (mode == SHADERMODE_FLATCOLOR) + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(mode, permutation); + if (mode == SHADERMODE_LIGHTSOURCE) + { + if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + + // additive passes are only darkened by fog, not tinted + if (r_glsl_permutation->loc_FogColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]); + 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); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + } + // additive passes are only darkened by fog, not tinted + if (r_glsl_permutation->loc_FogColor >= 0) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + } + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (r_glsl_permutation->loc_Color_Pants >= 0) + { + if (rsurface.texture->pantstexture) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + } + if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + if (rsurface.texture->shirttexture) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + } + if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); + if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); + if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white ); + // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white ); + // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps ); + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white ); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap ); + if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white ); + if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white ); + if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight) + { + if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture ); + if (r_shadow_usingshadowmapcube) + if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); } - else if (mode == SHADERMODE_LIGHTDIRECTION) + CHECKGLERROR + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(mode, permutation); + if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); - if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR } else { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (mode == SHADERMODE_LIGHTDIRECTION) + { + if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR + } } - // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) + if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR + CHECKGLERROR + + if (mode == SHADERMODE_LIGHTSOURCE) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); - else - qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - } - if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); - if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - } - if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (r_glsl_permutation->loc_Color_Pants >= 0) - { - if (rsurface.texture->currentskinframe->pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR + + // additive passes are only darkened by fog, not tinted + if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + } else - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + { + if (mode == SHADERMODE_FLATCOLOR) + { + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR + 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 + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR + if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR + } + else + { + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + } + // additive passes are only darkened by fog, not tinted + if (r_cg_permutation->fp_FogColor) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0); + else + cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + CHECKCGERROR + } + if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR + if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR + if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + } + if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Pants) + { + if (rsurface.texture->pantstexture) + cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0); + CHECKCGERROR + } + if (r_cg_permutation->fp_Color_Shirt) + { + if (rsurface.texture->shirttexture) + cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0); + CHECKCGERROR + } + if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR + if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR + if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR + if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR + if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR + if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR + if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR + + // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR + // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR + // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR + if (rsurface.rtlight) + { + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR + if (r_shadow_usingshadowmapcube) + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR + } + + CHECKGLERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; } - if (r_glsl_permutation->loc_Color_Shirt >= 0) - { - if (rsurface.texture->currentskinframe->shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); - else - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); - } - if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); - if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); - if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); - if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - CHECKGLERROR } -void R_SetupDeferredLightShader(const rtlight_t *rtlight) +void R_SetupShader_DeferredLight(const rtlight_t *rtlight) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -2514,20 +4986,64 @@ void R_SetupDeferredLightShader(const rtlight_t *rtlight) else if (r_shadow_shadowmappcf) permutation |= SHADERPERMUTATION_SHADOWMAPPCF; } - R_SetupShader_SetPermutation(mode, permutation); Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin); Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld); Matrix4x4_Invert_Simple(&viewtolight, &lighttoview); Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f); - if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + switch(vid.renderpath) + { + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(mode, permutation); + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); + if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture ); + if (r_shadow_usingshadowmapcube) + if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(mode, permutation); + if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR + if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR + + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR + if (r_shadow_usingshadowmapcube) + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + } } #define SKINFRAME_HASH 1024 @@ -2692,9 +5208,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole unsigned char *pixels; unsigned char *bumppixels; unsigned char *basepixels = NULL; - int basepixels_width; - int basepixels_height; + int basepixels_width = 0; + int basepixels_height = 0; skinframe_t *skinframe; + rtexture_t *ddsbase = NULL; + qboolean ddshasalpha = false; + float ddsavgcolor[4]; + char basename[MAX_QPATH]; if (cls.state == ca_dedicated) return NULL; @@ -2706,9 +5226,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe && skinframe->base) return skinframe; - basepixels = loadimagepixelsbgra(name, complain, true); - if (basepixels == NULL) - return NULL; + Image_StripImageExtension(name, basename, sizeof(basename)); + + // check for DDS texture file first + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor))) + { + basepixels = loadimagepixelsbgra(name, complain, true); + if (basepixels == NULL) + return NULL; + } if (developer_loading.integer) Con_Printf("loading skin \"%s\"\n", name); @@ -2718,50 +5244,75 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; - skinframe->base = r_texture_notexture; + skinframe->base = NULL; skinframe->pants = NULL; skinframe->shirt = NULL; - skinframe->nmap = r_texture_blanknormalmap; + skinframe->nmap = NULL; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; skinframe->hasalpha = false; - basepixels_width = image_width; - basepixels_height = image_height; - 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); - - if (textureflags & TEXF_ALPHA) + if (ddsbase) + { + skinframe->base = ddsbase; + skinframe->hasalpha = ddshasalpha; + VectorCopy(ddsavgcolor, skinframe->avgcolor); + if (r_loadfog && skinframe->hasalpha) + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL); + //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]); + } + else { - for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) + basepixels_width = image_width; + basepixels_height = image_height; + 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); + if (textureflags & TEXF_ALPHA) { - if (basepixels[j] < 255) + for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) { - skinframe->hasalpha = true; - break; + if (basepixels[j] < 255) + { + skinframe->hasalpha = true; + break; + } } - } - if (r_loadfog && skinframe->hasalpha) - { - // has transparent pixels - pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); - for (j = 0;j < image_width * image_height * 4;j += 4) + if (r_loadfog && skinframe->hasalpha) { - pixels[j+0] = 255; - pixels[j+1] = 255; - pixels[j+2] = 255; - pixels[j+3] = basepixels[j+3]; + // has transparent pixels + pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); + for (j = 0;j < image_width * image_height * 4;j += 4) + { + pixels[j+0] = 255; + pixels[j+1] = 255; + pixels[j+2] = 255; + pixels[j+3] = basepixels[j+3]; + } + 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); + Mem_Free(pixels); } - 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); - Mem_Free(pixels); } + R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); + //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]); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->base) + R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) + R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true); } - R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); - //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]); + if (r_loaddds) + { + if (r_loadnormalmap) + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL); + if (r_loadgloss) + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL); + } // _norm is the name used by tenebrae and has been adopted as standard - if (r_loadnormalmap) + if (r_loadnormalmap && skinframe->nmap == NULL) { if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL) { @@ -2784,14 +5335,46 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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); Mem_Free(pixels); } + if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) + R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true); } - // _luma is supported for tenebrae compatibility - // (I think it's a very stupid name, but oh well) + + // _luma is supported only for tenebrae compatibility // _glow is the preferred name - if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;} - if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;} - if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;} - if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;} + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)))) + { + 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); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) + R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true); + Mem_Free(pixels);pixels = NULL; + } + + if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) + { + 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); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) + R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true); + Mem_Free(pixels); + pixels = NULL; + } + + if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) + { + 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); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) + R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true); + Mem_Free(pixels); + pixels = NULL; + } + + if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) + { + 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); + if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) + R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true); + Mem_Free(pixels); + pixels = NULL; + } if (basepixels) Mem_Free(basepixels); @@ -2816,10 +5399,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co skinframe->stain = NULL; skinframe->merged = NULL; - skinframe->base = r_texture_notexture; + skinframe->base = NULL; skinframe->pants = NULL; skinframe->shirt = NULL; - skinframe->nmap = r_texture_blanknormalmap; + skinframe->nmap = NULL; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; @@ -2884,10 +5467,10 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i skinframe->stain = NULL; skinframe->merged = NULL; - skinframe->base = r_texture_notexture; + skinframe->base = NULL; skinframe->pants = NULL; skinframe->shirt = NULL; - skinframe->nmap = r_texture_blanknormalmap; + skinframe->nmap = NULL; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; @@ -3004,10 +5587,10 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co skinframe->stain = NULL; skinframe->merged = NULL; - skinframe->base = r_texture_notexture; + skinframe->base = NULL; skinframe->pants = NULL; skinframe->shirt = NULL; - skinframe->nmap = r_texture_blanknormalmap; + skinframe->nmap = NULL; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; @@ -3048,13 +5631,13 @@ skinframe_t *R_SkinFrame_LoadMissing(void) if (cls.state == ca_dedicated) return NULL; - skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true); + skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; - skinframe->base = r_texture_notexture; + skinframe->base = NULL; skinframe->pants = NULL; skinframe->shirt = NULL; - skinframe->nmap = r_texture_blanknormalmap; + skinframe->nmap = NULL; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; @@ -3132,9 +5715,13 @@ void gl_main_start(void) r_texture_fogattenuation = NULL; r_texture_gammaramps = NULL; + r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer; + r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer; + switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -3190,6 +5777,10 @@ void gl_main_start(void) memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); +#ifdef SUPPORTCG + memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); + Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); +#endif memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0; @@ -3339,6 +5930,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_fog_exp2); Cvar_RegisterVariable(&r_drawfog); Cvar_RegisterVariable(&r_transparentdepthmasking); + Cvar_RegisterVariable(&r_texture_dds_load); + Cvar_RegisterVariable(&r_texture_dds_save); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&gl_combine); Cvar_RegisterVariable(&r_glsl); @@ -3386,6 +5979,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_track_sprites_flags); Cvar_RegisterVariable(&r_track_sprites_scalew); Cvar_RegisterVariable(&r_track_sprites_scaleh); + Cvar_RegisterVariable(&r_overheadsprites_perspective); + Cvar_RegisterVariable(&r_overheadsprites_pushback); } extern void R_Textures_Init(void); @@ -3400,12 +5995,14 @@ extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); extern void Mod_RenderInit(void); +extern void Font_Init(void); void Render_Init(void) { gl_backend_init(); R_Textures_Init(); GL_Main_Init(); + Font_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); @@ -3560,7 +6157,7 @@ static void *r_framedata_base; void R_FrameData_Reset(void) { - if (r_framedata_base); + if (r_framedata_base) Mem_Free(r_framedata_base); r_framedata_base = NULL; r_framedata_size = 0; @@ -3578,7 +6175,7 @@ void R_FrameData_NewFrame(void) if (r_framedata_size != wantedsize) { r_framedata_size = wantedsize; - if (r_framedata_base); + if (r_framedata_base) Mem_Free(r_framedata_base); r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size); } @@ -3701,6 +6298,7 @@ void R_AnimCache_CacheVisibleEntities(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -4148,8 +6746,8 @@ void R_View_Update(void) void R_SetupView(qboolean allowwaterclippingplane) { - const double *customclipplane = NULL; - double plane[4]; + const float *customclipplane = NULL; + float plane[4]; if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the @@ -4173,6 +6771,40 @@ void R_SetupView(qboolean allowwaterclippingplane) R_SetViewport(&r_refdef.view.viewport); } +void R_EntityMatrix(const matrix4x4_t *matrix) +{ + if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t))) + { + gl_modelmatrixchanged = false; + gl_modelmatrix = *matrix; + Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix); + Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix); + Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f); + Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f); + CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL20: + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + CHECKCGERROR + if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR + break; + } + } +} + void R_ResetViewRendering2D(void) { r_viewport_t viewport; @@ -4190,7 +6822,7 @@ void R_ResetViewRendering2D(void) GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR @@ -4200,7 +6832,6 @@ void R_ResetViewRendering2D(void) qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces - R_SetupGenericShader(true); } void R_ResetViewRendering3D(void) @@ -4217,7 +6848,7 @@ void R_ResetViewRendering3D(void) GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR @@ -4227,7 +6858,6 @@ void R_ResetViewRendering3D(void) qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(r_refdef.view.cullface_back); - R_SetupGenericShader(true); } void R_RenderScene(void); @@ -4245,6 +6875,7 @@ static void R_Water_StartFrame(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -4389,7 +7020,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); if (!p->texture_refraction) goto error; } @@ -4397,7 +7028,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); if (!p->texture_reflection) goto error; } @@ -4413,28 +7044,6 @@ static void R_Water_ProcessPlanes(void) r_waterstate.renderingscene = true; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - // render the normal view scene and copy into texture - // (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) - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) - { - r_refdef.view = myview; - r_refdef.view.clipplane = p->plane; - VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); - r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; - PlaneClassify(&r_refdef.view.clipplane); - - R_ResetViewRendering3D(); - R_ClearScreen(r_refdef.fogenabled); - R_View_Update(); - R_RenderScene(); - - // copy view into the screen texture - R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR - } - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { r_refdef.view = myview; @@ -4460,11 +7069,27 @@ static void R_Water_ProcessPlanes(void) R_View_Update(); R_RenderScene(); - R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(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); + } + + // render the normal view scene and copy into texture + // (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) + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + r_refdef.view = myview; + r_refdef.view.clipplane = p->plane; + VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); + r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; + PlaneClassify(&r_refdef.view.clipplane); + + R_ResetViewRendering3D(); + R_ClearScreen(r_refdef.fogenabled); + R_View_Update(); + R_RenderScene(); + + 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); } + } r_waterstate.renderingscene = false; r_refdef.view = originalview; @@ -4487,6 +7112,7 @@ void R_Bloom_StartFrame(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -4539,7 +7165,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -4549,7 +7175,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } // when doing a reduced render (HDR) we want to use a smaller area @@ -4600,27 +7226,20 @@ void R_Bloom_CopyBloomTexture(float colorscale) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL - R_SetupGenericShader(true); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer // copy it into the bloom image texture for later processing - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } void R_Bloom_CopyHDRTexture(void) { - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } @@ -4634,7 +7253,6 @@ void R_Bloom_MakeTexture(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(true); // we have a bloom image in the framebuffer CHECKGLERROR @@ -4646,15 +7264,13 @@ void R_Bloom_MakeTexture(void) r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r, r, r, 1); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // copy the vertically blurred bloom view to a texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } @@ -4665,7 +7281,7 @@ void R_Bloom_MakeTexture(void) brighten = sqrt(brighten); if(range >= 1) brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle" - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) @@ -4704,9 +7320,7 @@ void R_Bloom_MakeTexture(void) } // copy the vertically blurred bloom view to a texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } @@ -4715,7 +7329,7 @@ void R_Bloom_MakeTexture(void) if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract) { GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4723,7 +7337,7 @@ void R_Bloom_MakeTexture(void) GL_BlendFunc(GL_ONE, GL_ONE); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4731,10 +7345,7 @@ void R_Bloom_MakeTexture(void) qglBlendEquationEXT(GL_FUNC_ADD_EXT); // copy the darkened bloom view to a texture - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } } @@ -4796,10 +7407,12 @@ void R_HDR_RenderBloomTexture(void) static void R_BlendView(void) { unsigned int permutation; + float uservecs[4][4]; switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -4815,8 +7428,6 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); - GL_ActiveTexture(0);CHECKGLERROR if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0)) { @@ -4849,10 +7460,9 @@ static void R_BlendView(void) // apply the blur if (cl.motionbluralpha > 0) { - R_SetupGenericShader(true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; @@ -4860,7 +7470,7 @@ static void R_BlendView(void) } // copy view into the screen texture - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } else if (!r_bloomstate.texture_bloom) @@ -4872,7 +7482,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4889,53 +7499,60 @@ static void R_BlendView(void) R_Bloom_MakeTexture(); } +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + memset(uservecs, 0, sizeof(uservecs)); + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0); - if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) - R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps)); - if (r_glsl_permutation->loc_ViewTintColor >= 0) - qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_ClientTime >= 0) - qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time); - if (r_glsl_permutation->loc_PixelSize >= 0) - qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) - { - float a=0, b=0, c=0, d=0; -#if _MSC_VER >= 1400 -#define sscanf sscanf_s -#endif - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec2 >= 0) - { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec3 >= 0) - { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec4 >= 0) + + switch(vid.renderpath) { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d); + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); + if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR + if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR + if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR + if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR + if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR + if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR + if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR + if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR +#endif + break; + default: + break; } - if (r_glsl_permutation->loc_Saturation >= 0) - qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; break; @@ -4947,7 +7564,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -5075,6 +7692,7 @@ void R_UpdateVariables(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -5101,7 +7719,7 @@ void R_UpdateVariables(void) } else { - r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); } } } @@ -5157,7 +7775,7 @@ void R_RenderView(void) { if (r_timereport_active) R_TimeReport("start"); - r_frame++; // used only by R_GetCurrentTexture + r_textureframe++; // used only by R_GetCurrentTexture rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity if (!r_drawentities.integer) @@ -5217,7 +7835,11 @@ void R_RenderView(void) // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer && r_bloomstate.bloomwidth) + { R_HDR_RenderBloomTexture(); + // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures + r_textureframe++; // used only by R_GetCurrentTexture + } r_refdef.view.showdebug = true; @@ -5418,7 +8040,6 @@ void R_RenderScene(void) R_TimeReport("lightning"); } - R_SetupGenericShader(true); VM_CL_AddPolygonsToMeshQueue(); if (r_refdef.view.showdebug) @@ -5445,13 +8066,10 @@ void R_RenderScene(void) } } - R_SetupGenericShader(true); R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); - R_SetupGenericShader(true); - if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0)) { r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity); @@ -5462,8 +8080,6 @@ void R_RenderScene(void) R_TimeReport("modeldebug"); } - R_SetupGenericShader(true); - if (cl.csqc_vidvars.drawworld) { R_Shadow_DrawCoronas(); @@ -5524,7 +8140,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); } @@ -5540,7 +8156,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh return; GL_CullFace(GL_NONE); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); prog = 0; SV_VM_Begin(); @@ -5670,7 +8286,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset); GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST)); GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); @@ -5960,7 +8576,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) { - int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS; + int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS; char name[MAX_QPATH]; skinframe_t *skinframe; unsigned char pixels[296*194]; @@ -5992,9 +8608,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) dp_model_t *model = ent->model; q3shaderinfo_layer_tcmod_t *tcmod; - if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent) + if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent) return t->currentframe; - t->update_lastrenderframe = r_frame; + t->update_lastrenderframe = r_textureframe; t->update_lastrenderentity = (void *)ent; // switch to an alternate material if this is a q1bsp animated material @@ -6056,7 +8672,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(rsurface.ent_flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; - else if (rsurface.modeltexcoordlightmap2f == NULL) + else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { // pick a model lighting mode if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f)) @@ -6105,9 +8721,32 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (t->currentskinframe->qpixels) R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping); t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; + if (!t->basetexture) + t->basetexture = r_texture_notexture; + t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL; + t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL; + t->nmaptexture = t->currentskinframe->nmap; + if (!t->nmaptexture) + t->nmaptexture = r_texture_blanknormalmap; t->glosstexture = r_texture_black; - t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; - t->backgroundglosstexture = r_texture_black; + t->glowtexture = t->currentskinframe->glow; + t->fogtexture = t->currentskinframe->fog; + if (t->backgroundnumskinframes) + { + t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base; + t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = t->backgroundcurrentskinframe->glow; + if (!t->backgroundnmaptexture) + t->backgroundnmaptexture = r_texture_blanknormalmap; + } + else + { + t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; + t->backgroundnmaptexture = r_texture_blanknormalmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = NULL; + } t->specularpower = r_shadow_glossexponent.value; // TODO: store reference values for these in the texture? t->specularscale = 0; @@ -6139,7 +8778,16 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (gl_lightmaps.integer) { t->basetexture = r_texture_grey128; + t->pantstexture = r_texture_black; + t->shirttexture = r_texture_black; + t->nmaptexture = r_texture_blanknormalmap; + t->glosstexture = r_texture_black; + t->glowtexture = NULL; + t->fogtexture = NULL; t->backgroundbasetexture = NULL; + t->backgroundnmaptexture = r_texture_blanknormalmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = NULL; t->specularscale = 0; t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE)); } @@ -6149,7 +8797,6 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentnumlayers = 0; if (t->currentmaterialflags & MATERIALFLAG_WALL) { - int layerflags = 0; int blendfunc1, blendfunc2; qboolean depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) @@ -6173,16 +8820,14 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc2 = GL_ZERO; } depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); - if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) - layerflags |= TEXTURELAYERFLAG_FOGDARKEN; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_refdef.lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); } else { @@ -6203,22 +8848,22 @@ texture_t *R_GetCurrentTexture(texture_t *t) // basic lit geometry R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); // add pants/shirt if needed - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]); // now add ambient passes if needed if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f)) { R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]); } } - if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]); + if (t->glowtexture != NULL && !gl_lightmaps.integer) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]); if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier @@ -6232,7 +8877,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]); } } @@ -6280,7 +8925,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; rsurface.inversematrixscale = 1; - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); VectorCopy(r_refdef.view.origin, rsurface.localvieworigin); Vector4Copy(r_refdef.fogplane, rsurface.fogplane); rsurface.fograngerecip = r_refdef.fograngerecip; @@ -6362,7 +9007,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); rsurface.inversematrixscale = 1.0f / rsurface.matrixscale; - R_Mesh_Matrix(&rsurface.matrix); + R_EntityMatrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin); Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane); rsurface.fogplaneviewdist *= rsurface.inversematrixscale; @@ -6493,7 +9138,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.inversematrix = *inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); rsurface.inversematrixscale = 1.0f / rsurface.matrixscale; - R_Mesh_Matrix(&rsurface.matrix); + R_EntityMatrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin); Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane); rsurface.fogplaneviewdist *= rsurface.inversematrixscale; @@ -7060,15 +9705,12 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu int numtriangles; // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) - { - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; - int batchelements[MAXBATCHTRIANGLES*3]; + static int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; @@ -7108,7 +9750,6 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; - GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } @@ -7117,66 +9758,90 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } } -static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) +static void RSurf_BindLightmapForSurface(const msurface_t *surface) +{ + switch(vid.renderpath) + { + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR +#endif + break; + case RENDERPATH_GL20: + if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture ); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + R_Mesh_TexBind(0, surface->lightmaptexture); + break; + } +} + +static void RSurf_BindReflectionForSurface(const msurface_t *surface) { - int i, planeindex, vertexindex; + // pick the closest matching water plane and bind textures + int planeindex, vertexindex; float d, bestd; vec3_t vert; const float *v; r_waterstate_waterplane_t *p, *bestp; + bestd = 0; + bestp = NULL; + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + d = 0; + for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) + { + Matrix4x4_Transform(&rsurface.matrix, v, vert); + d += fabs(PlaneDiff(vert, &p->plane)); + } + if (bestd > d || !bestp) + { + bestd = d; + bestp = p; + } + } + switch(vid.renderpath) + { + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR +#endif + break; + case RENDERPATH_GL20: + if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black); + if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + } +} + +static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) +{ + int i; const msurface_t *surface; if (r_waterstate.renderingscene) return; for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; - if (lightmaptexunit >= 0) - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); - // pick the closest matching water plane - bestd = 0; - bestp = NULL; - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) - { - d = 0; - for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) - { - Matrix4x4_Transform(&rsurface.matrix, v, vert); - d += fabs(PlaneDiff(vert, &p->plane)); - } - if (bestd > d || !bestp) - { - bestd = d; - bestp = p; - } - } - if (bestp) - { - if (refractiontexunit >= 0) - R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); - if (reflectiontexunit >= 0) - R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); - } - else - { - if (refractiontexunit >= 0) - R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); - if (reflectiontexunit >= 0) - R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + RSurf_BindLightmapForSurface(surface); + RSurf_BindReflectionForSurface(surface); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } -static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) +static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) { int i; int j; @@ -7186,26 +9851,20 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const int endvertex; int numvertices; int numtriangles; - // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + RSurf_BindLightmapForSurface(surface); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } else if (r_batchmode.integer == 2) { - #define MAXBATCHTRIANGLES 4096 +#define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; - int batchelements[MAXBATCHTRIANGLES*3]; + static int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { @@ -7249,9 +9908,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) break; @@ -7261,7 +9918,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; - GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } #if 0 @@ -7273,10 +9929,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + RSurf_BindLightmapForSurface(surface); 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); } } @@ -7306,7 +9959,6 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_ const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int k = (int)(((size_t)surface) / sizeof(msurface_t)); 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); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } } @@ -7464,7 +10116,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) @@ -7631,7 +10283,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); skyrenderlater = true; RSurf_SetupDepthAndCulling(); GL_DepthMask(true); @@ -7648,7 +10300,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ R_Mesh_ResetTextureState(); if (skyrendermasked) { - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw @@ -7657,7 +10309,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ } else { - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } @@ -7676,109 +10328,39 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) return; - - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); - R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); - R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow)); - if (rsurface.texture->backgroundcurrentskinframe) - { - R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); - } - if (rsurface.texture->colormapping) + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + if (prepass) { - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - } - R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - if (r_shadow_usingdeferredprepass) - { - R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture)); - R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture)); + // render screenspace normalmap to texture + GL_DepthMask(true); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } - if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) - R_Mesh_ColorPointer(NULL, 0, 0); - else - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass) + else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene) { - // render background - GL_BlendFunc(GL_ONE, GL_ZERO); + // render water or distortion background, then blend surface on top GL_DepthMask(true); - GL_AlphaTest(false); - - GL_Color(1, 1, 1, 1); - R_Mesh_ColorPointer(NULL, 0, 0); - - R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); - if (r_glsl_permutation) - { - RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); - } - GL_LockArrays(0, 0); - - GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); GL_DepthMask(false); - if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) - R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); else - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface - } - - R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE); - if (!r_glsl_permutation) - return; - - RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - if (!prepass) - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - - if (r_glsl_permutation->loc_Texture_Refraction >= 0) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_AlphaTest(false); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else { - GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + // render surface normally GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass); - } - - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - { - if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); - else - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1); - } - else - { - if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); + else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } - GL_LockArrays(0, 0); } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) @@ -7787,7 +10369,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface int texturesurfaceindex; qboolean applycolor; qboolean applyfog; - rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -7826,22 +10407,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; R_Mesh_ColorPointer(NULL, 0, 0); - applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; - m.tex[1] = R_GetTexture(layer->texture); - m.texmatrix[1] = layer->texmatrix; - m.texrgbscale[1] = layertexrgbscale; - m.pointer_texcoord[1] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + // single-pass lightmapped texture with 2x rgbscale + R_Mesh_TexBind(0, r_texture_white); + R_Mesh_TexMatrix(0, NULL); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + R_Mesh_TexBind(1, layer->texture); + R_Mesh_TexMatrix(1, &layer->texmatrix); + R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) @@ -7850,28 +10428,31 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_TEXTURE: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + // singletexture unlit texture with transparency support + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexBind(1, 0); + R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_FOG: - memset(&m, 0, sizeof(m)); - m.texrgbscale[0] = layertexrgbscale; + // singletexture fogging if (layer->texture) { - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + } + else + { + R_Mesh_TexBind(0, 0); + R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); } - R_Mesh_TextureState(&m); + R_Mesh_TexBind(1, 0); + R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0); // generate a color array for the fog pass R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) @@ -7895,7 +10476,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } - GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -7910,7 +10490,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; qboolean applyfog; - rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -7930,7 +10509,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL, 0, 0); - applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: @@ -7938,40 +10517,31 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface { // two-pass lit texture with 2x rgbscale // first the lightmap pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, r_texture_white); + R_Mesh_TexMatrix(0, NULL); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - GL_LockArrays(0, 0); // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); } else { // single pass vertex-lighting-only texture with 1x rgbscale and transparency support - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else @@ -7980,31 +10550,28 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface break; case TEXTURELAYERTYPE_TEXTURE: // singletexture unlit texture with transparency support - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); if (layer->texture) { - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, layer->texture); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); } else - R_Mesh_ResetTextureState(); + { + R_Mesh_TexBind(0, 0); + R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); + } // generate a color array for the fog pass + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; @@ -8026,7 +10593,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } - GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -8043,7 +10609,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); if(rsurface.texture && rsurface.texture->currentskinframe) { @@ -8058,7 +10624,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const c[3] = 1; } - if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt) + if (rsurface.texture->pantstexture || rsurface.texture->shirttexture) { c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7); c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7); @@ -8153,6 +10719,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -8177,6 +10744,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -8195,7 +10763,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const int texturenumsurfaces, endsurface; texture_t *texture; const msurface_t *surface; - const msurface_t *texturesurfacelist[1024]; + const msurface_t *texturesurfacelist[256]; // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable @@ -8209,6 +10777,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -8253,7 +10822,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); } RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); @@ -8343,7 +10912,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8357,7 +10926,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8440,7 +11009,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8454,7 +11023,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8542,12 +11111,12 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_CullFace(GL_NONE); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, @@ -8676,7 +11245,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor matrix4x4_t projection; decalsystem_t *decalsystem; qboolean dynamic; - qboolean notworld = ent != r_refdef.scene.worldentity; dp_model_t *model; const float *vertex3f; const msurface_t *surface; @@ -8868,7 +11436,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor 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); else for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++) - 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, notworld ? -1 : surfaceindex, decalsequence); + 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); } } } @@ -8915,7 +11483,6 @@ typedef struct r_decalsystem_splatqueue_s r_decalsystem_splatqueue_t; int r_decalsystem_numqueued = 0; -#define MAX_DECALSYSTEM_QUEUE 1024 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE]; 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) @@ -9028,7 +11595,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) float *c4f; float *t2f; const int *e; - const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible; + const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL; int numtris = 0; numdecals = decalsystem->numdecals; @@ -9067,7 +11634,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (!decal->color4ub[0][3]) continue; - if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex]) + if (surfacevisible && !surfacevisible[decal->surfaceindex]) continue; // update color values for fading decals @@ -9123,6 +11690,26 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (numtris > 0) { r_refdef.stats.drawndecals += numtris; + + if (r_refdef.fogenabled) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4) + { + alpha = RSurf_FogVertex(v3f); + c4f[0] *= alpha; + c4f[1] *= alpha; + c4f[2] *= alpha; + } + break; + } + } + // now render the decals all at once // (this assumes they all use one particle font texture!) RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); @@ -9130,18 +11717,14 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0); R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0); R_Mesh_ColorPointer(decalsystem->color4f, 0, 0); - R_SetupGenericShader(true); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value); GL_DepthTest(true); GL_CullFace(GL_NONE); GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); - R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base)); - //R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - GL_LockArrays(0, numtris * 3); + R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0); - GL_LockArrays(0, 0); } } @@ -9195,7 +11778,7 @@ void R_DrawDebugModel(void) R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); @@ -9390,11 +11973,20 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep r_surfacelist[numsurfacelist++] = surfaces + j; } // update lightmaps if needed - if (update) + if (model->brushq1.firstrender) + { + model->brushq1.firstrender = false; + for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) + if (update[j]) + R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j); + } + else if (update) + { for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) if (r_refdef.viewcache.world_surfacevisible[j]) if (update[j]) R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j); + } // don't do anything if there were no surfaces if (!numsurfacelist) { @@ -9450,6 +12042,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -9503,6 +12096,18 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr return; } // update lightmaps if needed + if (update) + { + int updated = 0; + for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) + { + if (update[j]) + { + updated++; + R_BuildLightMap(ent, surfaces + j); + } + } + } if (update) for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) if (update[j]) @@ -9547,3 +12152,22 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i rsurface.uselightmaptexture = false; R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); } + +void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass) +{ + static msurface_t surface; + const msurface_t *surfacelist = &surface; + + // fake enough texture and surface state to render this geometry + + surface.texture = texture; + surface.num_triangles = numtriangles; + surface.num_firsttriangle = firsttriangle; + surface.num_vertices = numvertices; + surface.num_firstvertex = firstvertex; + + // now render it + rsurface.texture = R_GetCurrentTexture(surface.texture); + rsurface.uselightmaptexture = false; + R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); +}