X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=beb013584152f863e6018ca68a81cd23bb0c1eb2;hp=02e9e576a18b5cb3f46bc827c18dc0dc55e6fa94;hb=77f5e1094bbab7eaca225154d1f566845f37c394;hpb=4220845a0fc613d8ea9216b6e3fcde44a44ff3bf diff --git a/gl_rmain.c b/gl_rmain.c index 02e9e576..beb01358 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -28,6 +28,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "csprogs.h" #include "cl_video.h" +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif + mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -76,6 +81,8 @@ cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygo cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; +cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"}; +cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"}; cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; @@ -250,6 +257,8 @@ static r_qwskincache_t *r_qwskincache; static int r_qwskincache_size; /// vertex coordinates for a quad that covers the screen exactly +extern const float r_screenvertex3f[12]; +extern const float r_d3dscreenvertex3f[12]; const float r_screenvertex3f[12] = { 0, 0, 0, @@ -257,6 +266,13 @@ const float r_screenvertex3f[12] = 1, 1, 0, 0, 1, 0 }; +const float r_d3dscreenvertex3f[12] = +{ + 0, 1, 0, + 1, 1, 0, + 1, 0, 0, + 0, 0, 0 +}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -315,22 +331,22 @@ 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_PERSISTENT, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, 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_PERSISTENT, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, 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_PERSISTENT, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, 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_PERSISTENT, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL); } static void R_BuildNoTexture(void) @@ -358,14 +374,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, 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, -1, 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_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); } static void R_BuildNormalizationCube(void) @@ -375,7 +391,7 @@ static void R_BuildNormalizationCube(void) vec_t s, t, intensity; #define NORMSIZE 64 unsigned char *data; - data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); + data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -426,7 +442,7 @@ static void R_BuildNormalizationCube(void) } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); Mem_Free(data); } @@ -481,8 +497,8 @@ static void R_BuildFogTexture(void) } else { - 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); + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } } @@ -498,7 +514,7 @@ static void R_BuildFogHeightTexture(void) inpixels = NULL; strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename)); if (r_refdef.fogheighttexturename[0]) - inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false); + inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL); if (!inpixels) { r_refdef.fog_height_tablesize = 0; @@ -515,8 +531,8 @@ static void R_BuildFogHeightTexture(void) } size = image_width; r_refdef.fog_height_tablesize = size; - r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4); - r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4); + r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4); + r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4); memcpy(r_refdef.fog_height_table1d, inpixels, size * 4); Mem_Free(inpixels); // LordHavoc: now the magic - what is that table2d for? it is a cooked @@ -551,7 +567,7 @@ static void R_BuildFogHeightTexture(void) r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f); } } - r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL); + r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL); } //======================================================================================================================================================= @@ -571,10 +587,6 @@ static const char *builtinshaderstring = "#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" @@ -588,10 +600,6 @@ static const char *builtinshaderstring = "# 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" @@ -663,6 +671,7 @@ static const char *builtinshaderstring = "uniform sampler2D Texture_First;\n" "#ifdef USEBLOOM\n" "uniform sampler2D Texture_Second;\n" +"uniform vec4 BloomColorSubtract;\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler2D Texture_GammaRamps;\n" @@ -684,7 +693,7 @@ static const char *builtinshaderstring = "{\n" " gl_FragColor = texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n" +" gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" @@ -1135,14 +1144,6 @@ static const char *builtinshaderstring = "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" "\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DRectShadow Texture_ShadowMapRect;\n" -"# else\n" -"uniform sampler2DRect Texture_ShadowMapRect;\n" -"# endif\n" -"#endif\n" -"\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" "uniform sampler2DShadow Texture_ShadowMap2D;\n" @@ -1155,20 +1156,12 @@ static const char *builtinshaderstring = "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" +"#if defined(USESHADOWMAP2D)\n" "uniform vec2 ShadowMap_TextureScale;\n" "uniform vec4 ShadowMap_Parameters;\n" "#endif\n" "\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"#if defined(USESHADOWMAP2D)\n" "# ifdef USESHADOWMAPORTHO\n" "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n" "# else\n" @@ -1193,63 +1186,7 @@ static const char *builtinshaderstring = "}\n" "# endif\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.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n" -"}\n" -"#endif\n" -"\n" -"# ifdef USESHADOWMAPRECT\n" -"float ShadowMapCompare(vec3 dir)\n" -"{\n" -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" -" float f;\n" -"# ifdef USESHADOWSAMPLER\n" -"\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" -"# 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) 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" -"# 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" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" -"# endif\n" -"\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return mix(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" +"#endif // defined(USESHADOWMAP2D)\n" "\n" "# ifdef USESHADOWMAP2D\n" "float ShadowMapCompare(vec3 dir)\n" @@ -1338,21 +1275,6 @@ static const char *builtinshaderstring = "# endif\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" -"# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" -"# else\n" -" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" -"# endif\n" -" return f;\n" -"}\n" -"# endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "#endif // FRAGMENT_SHADER\n" "\n" @@ -1479,7 +1401,7 @@ static const char *builtinshaderstring = "# endif\n" "#endif\n" "\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" +"#if defined(USESHADOWMAP2D)\n" " fade *= ShadowMapCompare(CubeVector);\n" "#endif\n" "\n" @@ -1693,7 +1615,7 @@ static const char *builtinshaderstring = "#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" +"#if defined(USESHADOWMAP2D)\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "# ifdef USECUBEFILTER\n" @@ -1879,19 +1801,42 @@ const char *builtincgshaderstring = "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" +"#ifdef HLSL\n" +"//#undef USESHADOWMAPPCF\n" +"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" +"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n" +"#else\n" "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" "#endif\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" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" +"out float4 gl_Position : POSITION,\n" +"out float Depth : TEXCOORD0\n" ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" Depth = gl_Position.z;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float Depth : TEXCOORD0,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +"// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n" +" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" +" temp.yz -= floor(temp.yz);\n" +" gl_FragColor = temp;\n" +"// gl_FragColor = float4(Depth,0,0,0);\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -1904,7 +1849,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "out float4 gl_Position : POSITION,\n" "out float4 gl_FrontColor : COLOR0\n" ")\n" @@ -1935,9 +1880,9 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD4,\n" +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord1 : TEXCOORD0,\n" "out float2 TexCoord2 : TEXCOORD1\n" @@ -1946,7 +1891,7 @@ const char *builtincgshaderstring = " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" +" TexCoord2 = gl_MultiTexCoord4.xy;\n" "#endif\n" "}\n" "#endif\n" @@ -1956,31 +1901,32 @@ const char *builtincgshaderstring = "(\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" -"uniform sampler2D Texture_First,\n" +"uniform sampler Texture_First : register(s0),\n" "#ifdef USEBLOOM\n" -"uniform sampler2D Texture_Second,\n" +"uniform sampler Texture_Second : register(s1),\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps,\n" +"uniform sampler Texture_GammaRamps : register(s2),\n" "#endif\n" "#ifdef USESATURATION\n" -"uniform float Saturation,\n" +"uniform float Saturation : register(c30),\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" +"uniform float4 ViewTintColor : register(c41),\n" +"#endif\n" +"uniform float4 UserVec1 : register(c37),\n" +"uniform float4 UserVec2 : register(c38),\n" +"uniform float4 UserVec3 : register(c39),\n" +"uniform float4 UserVec4 : register(c40),\n" +"uniform float ClientTime : register(c2),\n" +"uniform float2 PixelSize : register(c25),\n" +"uniform float4 BloomColorSubtract : register(c43),\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" +" gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" @@ -1989,19 +1935,49 @@ const char *builtincgshaderstring = "#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" +" float sobel = 1.0;\n" +" // float2 ts = textureSize(Texture_First, 0);\n" +" // float2 px = float2(1/ts.x, 1/ts.y);\n" +" float2 px = PixelSize;\n" +" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" +" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n" +" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" +" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" +" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n" +" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" +" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" +" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n" +" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" +" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" +" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n" +" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" +" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n" +" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n" +" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n" +" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n" +" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n" +" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n" +" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n" +" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n" +" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n" +" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n" +" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n" +" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n" +" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\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" +" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" +" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.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" +" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -2021,17 +1997,25 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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" +"#ifdef USEDIFFUSE\n" "out float2 TexCoord1 : TEXCOORD0,\n" -"out float2 TexCoord2 : TEXCOORD1\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"out float2 TexCoord2 : TEXCOORD1,\n" +"#endif\n" +"out float4 gl_FrontColor : COLOR\n" ")\n" "{\n" -" gl_FrontColor = gl_Color;\n" +"#ifdef HLSL\n" +" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" +"#else\n" +" gl_FrontColor = gl_Color; // Cg is forward\n" +"#endif\n" "#ifdef USEDIFFUSE\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#endif\n" @@ -2046,14 +2030,14 @@ const char *builtincgshaderstring = "\n" "void main\n" "(\n" -"float4 gl_FrontColor : COLOR,\n" +"float4 gl_FrontColor : COLOR0,\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" "#ifdef USEDIFFUSE\n" -"uniform sampler2D Texture_First,\n" +"uniform sampler Texture_First : register(s0),\n" "#endif\n" "#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Second,\n" +"uniform sampler Texture_Second : register(s1),\n" "#endif\n" "out float4 gl_FragColor : COLOR\n" ")\n" @@ -2087,7 +2071,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0\n" @@ -2103,8 +2087,8 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float2 TexCoord : TEXCOORD0,\n" -"uniform sampler2D Texture_First,\n" -"uniform float4 BloomBlur_Parameters,\n" +"uniform sampler Texture_First : register(s0),\n" +"uniform float4 BloomBlur_Parameters : register(c1),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" @@ -2126,17 +2110,17 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\n" +"uniform float4x4 TexMatrix : register(c0),\n" +"uniform float3 EyePosition : register(c24),\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" +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" @@ -2148,20 +2132,20 @@ const char *builtincgshaderstring = "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 sampler Texture_Normal : register(s0),\n" +"uniform sampler Texture_Refraction : register(s3),\n" +"uniform sampler Texture_Reflection : register(s7),\n" +"uniform float4 DistortScaleRefractReflect : register(c14),\n" +"uniform float4 ScreenScaleRefractReflect : register(c32),\n" +"uniform float4 ScreenCenterRefractReflect : register(c31),\n" +"uniform float4 RefractColor : register(c29),\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 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).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" +" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).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" @@ -2186,17 +2170,20 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" +"uniform float4x4 TexMatrix : register(c0),\n" +"uniform float3 EyePosition : register(c24),\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" +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" @@ -2212,23 +2199,24 @@ const char *builtincgshaderstring = "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" +"uniform sampler Texture_Normal : register(s0),\n" +"uniform sampler Texture_Refraction : register(s3),\n" +"uniform sampler Texture_Reflection : register(s7),\n" +"uniform float4 DistortScaleRefractReflect : register(c14),\n" +"uniform float4 ScreenScaleRefractReflect : register(c32),\n" +"uniform float4 ScreenCenterRefractReflect : register(c31),\n" +"uniform float4 RefractColor : register(c29),\n" +"uniform float4 ReflectColor : register(c26),\n" +"uniform float ReflectFactor : register(c27),\n" +"uniform float ReflectOffset : register(c28),\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 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).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" +" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).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" @@ -2259,7 +2247,7 @@ const char *builtincgshaderstring = "#ifdef FRAGMENT_SHADER\n" "\n" "#ifdef USEFOG\n" -"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n" +"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" "{\n" " float fogfrac;\n" "#ifdef USEFOGHEIGHTTEXTURE\n" @@ -2278,7 +2266,7 @@ const char *builtincgshaderstring = "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n" +"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n" "{\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" @@ -2323,7 +2311,7 @@ const char *builtincgshaderstring = "#endif // USEOFFSETMAPPING\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"#if defined(USESHADOWMAP2D)\n" "# ifdef USESHADOWMAPORTHO\n" "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n" "# else\n" @@ -2343,82 +2331,22 @@ const char *builtincgshaderstring = " float4 proj = float4(dir, 2.5);\n" " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n" " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n" +"#ifdef HLSL\n" +" return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n" +"#else\n" " float2 aparams = ShadowMap_Parameters.xy / ma;\n" " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# endif\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.w + ShadowMap_Parameters.y / 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" -"# ifdef USESHADOWMAPORTHO\n" -" return lerp(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" "}\n" +"# endif\n" "# endif\n" +"#endif // defined(USESHADOWMAP2D)\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" +"float ShadowMapCompare(float3 dir, sampler 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" +"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" "#endif\n" "{\n" "#ifdef USESHADOWMAPVSDCT\n" @@ -2426,55 +2354,80 @@ const char *builtincgshaderstring = "#else\n" " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" "#endif\n" -" float f;\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" +"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n" +" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" +" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" "# else\n" -" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).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, int2(x, y))\n" +"# else\n" +"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n" +"# endif\n" +" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" +"# if USESHADOWMAPPCF > 1\n" +" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" +" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" +" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" +" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" +" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" +" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" +" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" +" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" +" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" +" float4 locols = float4(group1.ab, group3.ab);\n" +" float4 hicols = float4(group7.rg, group9.rg);\n" +" locols.yz += group2.ab;\n" +" hicols.yz += group8.rg;\n" +" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n" +" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n" +" lerp(locols, hicols, offset.y);\n" +" float4 cols = group5 + float4(group2.rg, group8.ab);\n" +" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n" +" f = dot(cols, float4(1.0/25.0));\n" "# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*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" "# 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" +"# ifdef GL_EXT_gpu_shader4\n" +"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n" +"# else\n" +"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n" +"# endif\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" +" 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" +" 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(0.25,0.25));\n" "# endif\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" @@ -2484,22 +2437,7 @@ const char *builtincgshaderstring = "# endif\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 // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "#endif // FRAGMENT_SHADER\n" "\n" "\n" @@ -2510,7 +2448,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "float4 gl_Color : COLOR0,\n" "#endif\n" @@ -2518,28 +2456,34 @@ const char *builtincgshaderstring = "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"uniform float4x4 TexMatrix,\n" +"uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" +"uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" -"uniform float4x4 ModelViewMatrix,\n" +"uniform float4x4 ModelViewMatrix : register(c12),\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float3 EyePosition,\n" +"uniform float3 EyePosition : register(c24),\n" "#endif\n" "out float4 gl_Position : POSITION,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" "out float4 gl_FrontColor : COLOR,\n" +"#endif\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" +"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n" ")\n" "{\n" " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\n" +"#ifdef HLSL\n" +" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" +"#else\n" +" gl_FrontColor = gl_Color; // Cg is forward\n" +"#endif\n" " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" "#endif\n" "\n" @@ -2553,8 +2497,9 @@ const char *builtincgshaderstring = "\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" +" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" VectorR.w = gl_Position.z;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -2565,21 +2510,26 @@ const char *builtincgshaderstring = "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" +"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n" +"uniform sampler Texture_Normal : register(s0),\n" "#ifdef USEALPHAKILL\n" -"uniform sampler2D Texture_Color,\n" +"uniform sampler Texture_Color : register(s1),\n" "#endif\n" -"uniform sampler2D Texture_Gloss,\n" +"uniform sampler Texture_Gloss : register(s2),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryGloss,\n" +"uniform sampler Texture_SecondaryNormal : register(s4),\n" +"uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale,\n" +"uniform float OffsetMapping_Scale : register(c24),\n" "#endif\n" -"uniform half SpecularPower,\n" +"uniform half SpecularPower : register(c36),\n" +"#ifdef HLSL\n" +"out float4 gl_FragData0 : COLOR0,\n" +"out float4 gl_FragData1 : COLOR1\n" +"#else\n" "out float4 gl_FragColor : COLOR\n" +"#endif\n" ")\n" "{\n" " float2 TexCoord = TexCoordBoth.xy;\n" @@ -2602,14 +2552,23 @@ const char *builtincgshaderstring = "#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" -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n" +" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n" +" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n" "#else\n" -" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n" +" float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n" " float a = tex2D(Texture_Gloss, TexCoord).a;\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" +"#ifdef HLSL\n" +" gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" +" float Depth = VectorR.w / 256.0;\n" +" float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n" +"// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" +" depthcolor.yz -= floor(depthcolor.yz);\n" +" gl_FragData1 = depthcolor;\n" +"#else\n" +" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" +"#endif\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -2622,8 +2581,8 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"uniform float4x4 ModelViewMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" +"uniform float4x4 ModelViewMatrix : register(c12),\n" "out float4 gl_Position : POSITION,\n" "out float4 ModelViewPosition : TEXCOORD0\n" ")\n" @@ -2636,57 +2595,45 @@ const char *builtincgshaderstring = "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" +"#ifdef HLSL\n" +"float2 Pixel : VPOS,\n" +"#else\n" "float2 Pixel : WPOS,\n" +"#endif\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" +"uniform float4x4 ViewToLight : register(c44),\n" +"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" +"uniform float3 LightPosition : register(c23),\n" +"uniform half2 PixelToScreenTexCoord : register(c42),\n" +"uniform half3 DeferredColor_Ambient : register(c9),\n" +"uniform half3 DeferredColor_Diffuse : register(c10),\n" "#ifdef USESPECULAR\n" -"uniform half3 DeferredColor_Specular,\n" -"uniform half SpecularPower,\n" +"uniform half3 DeferredColor_Specular : register(c11),\n" +"uniform half SpecularPower : register(c36),\n" "#endif\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\n" +"uniform sampler Texture_Attenuation : register(s9),\n" +"uniform sampler Texture_ScreenDepth : register(s13),\n" +"uniform sampler Texture_ScreenNormalMap : register(s14),\n" "\n" "#ifdef USECUBEFILTER\n" -"uniform samplerCUBE Texture_Cube,\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerRECTShadow Texture_ShadowMapRect,\n" -"# else\n" -"uniform samplerRECT Texture_ShadowMapRect,\n" -"# endif\n" +"uniform samplerCUBE Texture_Cube : register(s10),\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s15),\n" "# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s15),\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" +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\n" +"#if defined(USESHADOWMAP2D)\n" +"uniform float2 ShadowMap_TextureScale : register(c35),\n" +"uniform float4 ShadowMap_Parameters : register(c34),\n" "#endif\n" "\n" "out float4 gl_FragData0 : COLOR0,\n" @@ -2697,17 +2644,21 @@ const char *builtincgshaderstring = " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" " float3 position;\n" +"#ifdef HLSL\n" +" position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n" +"#else\n" " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" +"#endif\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" +" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" +" half3 surfacenormal = half3(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" +" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n" +" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" " half3 lightnormal = half3(normalize(LightPosition - position));\n" @@ -2717,29 +2668,19 @@ const char *builtincgshaderstring = " // 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 * normalmap.a);\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n" "# else\n" -" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\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" +"#if defined(USESHADOWMAP2D)\n" +" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" "#ifdef USESHADOWMAPVSDCT\n" ", Texture_CubeProjection\n" "#endif\n" -" );\n" +" ));\n" "#endif\n" "\n" "#ifdef USEDIFFUSE\n" @@ -2769,7 +2710,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" "float4 gl_Color : COLOR0,\n" "#endif\n" @@ -2779,29 +2720,30 @@ const char *builtincgshaderstring = "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "\n" -"uniform float3 EyePosition,\n" -"uniform float4x4 TexMatrix,\n" +"uniform float3 EyePosition : register(c24),\n" +"uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" +"uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform float4x4 ModelToLight,\n" +"uniform float4x4 ModelToLight : register(c20),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform float3 LightPosition,\n" +"uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" -"uniform float3 LightDir,\n" +"uniform float3 LightDir : register(c26),\n" "#endif\n" -"uniform float4 FogPlane,\n" +"uniform float4 FogPlane : register(c25),\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform float3 LightPosition,\n" +"uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" -"uniform float4x4 ShadowMapMatrix,\n" +"uniform float4x4 ShadowMapMatrix : register(c16),\n" "#endif\n" -"\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" "out float4 gl_FrontColor : COLOR,\n" +"#endif\n" "out float4 TexCoordBoth : TEXCOORD0,\n" "#ifdef USELIGHTMAP\n" "out float2 TexCoordLightmap : TEXCOORD1,\n" @@ -2815,7 +2757,7 @@ const char *builtincgshaderstring = "#ifdef USEFOG\n" "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" "#endif\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n" "out float3 LightVector : TEXCOORD1,\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -2833,7 +2775,11 @@ const char *builtincgshaderstring = ")\n" "{\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" -" gl_FrontColor = gl_Color;\n" +"#ifdef HLSL\n" +" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" +"#else\n" +" gl_FrontColor = gl_Color; // Cg is forward\n" +"#endif\n" "#endif\n" " // copy the surface texcoord\n" " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" @@ -2841,13 +2787,13 @@ const char *builtincgshaderstring = " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" "#endif\n" "#ifdef USELIGHTMAP\n" -" TexCoordLightmap = float2(gl_MultiTexCoord4);\n" +" TexCoordLightmap = gl_MultiTexCoord4.xy;\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" +" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n" "\n" "# ifdef USEDIFFUSE\n" " // transform unnormalized light direction into tangent space\n" @@ -2889,7 +2835,7 @@ const char *builtincgshaderstring = " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n" +" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" @@ -2905,8 +2851,12 @@ const char *builtincgshaderstring = "void main\n" "(\n" "#ifdef USEDEFERREDLIGHTMAP\n" +"#ifdef HLSL\n" +"float2 Pixel : VPOS,\n" +"#else\n" "float2 Pixel : WPOS,\n" "#endif\n" +"#endif\n" "float4 gl_FrontColor : COLOR,\n" "float4 TexCoordBoth : TEXCOORD0,\n" "#ifdef USELIGHTMAP\n" @@ -2939,135 +2889,121 @@ const char *builtincgshaderstring = "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" "#endif\n" "\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Color,\n" +"uniform sampler Texture_Normal : register(s0),\n" +"uniform sampler Texture_Color : register(s1),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_Gloss,\n" +"uniform sampler Texture_Gloss : register(s2),\n" "#endif\n" "#ifdef USEGLOW\n" -"uniform sampler2D Texture_Glow,\n" +"uniform sampler Texture_Glow : register(s3),\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryColor,\n" +"uniform sampler Texture_SecondaryNormal : register(s4),\n" +"uniform sampler Texture_SecondaryColor : register(s5),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_SecondaryGloss,\n" +"uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEGLOW\n" -"uniform sampler2D Texture_SecondaryGlow,\n" +"uniform sampler Texture_SecondaryGlow : register(s7),\n" "#endif\n" "#endif\n" "#ifdef USECOLORMAPPING\n" -"uniform sampler2D Texture_Pants,\n" -"uniform sampler2D Texture_Shirt,\n" +"uniform sampler Texture_Pants : register(s4),\n" +"uniform sampler Texture_Shirt : register(s7),\n" "#endif\n" "#ifdef USEFOG\n" -"uniform sampler2D Texture_FogHeightTexture,\n" -"uniform sampler2D Texture_FogMask,\n" +"uniform sampler Texture_FogHeightTexture : register(s14),\n" +"uniform sampler Texture_FogMask : register(s8),\n" "#endif\n" "#ifdef USELIGHTMAP\n" -"uniform sampler2D Texture_Lightmap,\n" +"uniform sampler Texture_Lightmap : register(s9),\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler2D Texture_Deluxemap,\n" +"uniform sampler Texture_Deluxemap : register(s10),\n" "#endif\n" "#ifdef USEREFLECTION\n" -"uniform sampler2D Texture_Reflection,\n" +"uniform sampler Texture_Reflection : register(s7),\n" "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\n" +"uniform sampler Texture_ScreenDepth : register(s13),\n" +"uniform sampler Texture_ScreenNormalMap : register(s14),\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler2D Texture_ScreenDiffuse,\n" -"uniform sampler2D Texture_ScreenSpecular,\n" +"uniform sampler Texture_ScreenDepth : register(s13),\n" +"uniform sampler Texture_ScreenNormalMap : register(s14),\n" +"uniform sampler Texture_ScreenDiffuse : register(s11),\n" +"uniform sampler Texture_ScreenSpecular : register(s12),\n" "#endif\n" "\n" "#ifdef USECOLORMAPPING\n" -"uniform half3 Color_Pants,\n" -"uniform half3 Color_Shirt,\n" +"uniform half3 Color_Pants : register(c7),\n" +"uniform half3 Color_Shirt : register(c8),\n" "#endif\n" "#ifdef USEFOG\n" -"uniform float3 FogColor,\n" -"uniform float FogRangeRecip,\n" -"uniform float FogPlaneViewDist,\n" -"uniform float FogHeightFade,\n" +"uniform float3 FogColor : register(c16),\n" +"uniform float FogRangeRecip : register(c20),\n" +"uniform float FogPlaneViewDist : register(c19),\n" +"uniform float FogHeightFade : register(c17),\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale,\n" +"uniform float OffsetMapping_Scale : register(c24),\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" +"uniform half2 PixelToScreenTexCoord : register(c42),\n" +"uniform half3 DeferredMod_Diffuse : register(c12),\n" +"uniform half3 DeferredMod_Specular : register(c13),\n" +"#endif\n" +"uniform half3 Color_Ambient : register(c3),\n" +"uniform half3 Color_Diffuse : register(c4),\n" +"uniform half3 Color_Specular : register(c5),\n" +"uniform half SpecularPower : register(c36),\n" "#ifdef USEGLOW\n" -"uniform half3 Color_Glow,\n" +"uniform half3 Color_Glow : register(c6),\n" "#endif\n" -"uniform half Alpha,\n" +"uniform half Alpha : register(c0),\n" "#ifdef USEREFLECTION\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform half4 ReflectColor,\n" +"uniform float4 DistortScaleRefractReflect : register(c14),\n" +"uniform float4 ScreenScaleRefractReflect : register(c32),\n" +"uniform float4 ScreenCenterRefractReflect : register(c31),\n" +"uniform half4 ReflectColor : register(c26),\n" "#endif\n" "#ifdef USEREFLECTCUBE\n" -"uniform float4x4 ModelToReflectCube,\n" -"uniform sampler2D Texture_ReflectMask,\n" -"uniform samplerCUBE Texture_ReflectCube,\n" +"uniform float4x4 ModelToReflectCube : register(c48),\n" +"uniform sampler Texture_ReflectMask : register(s5),\n" +"uniform samplerCUBE Texture_ReflectCube : register(s6),\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" -"uniform half3 LightColor,\n" +"uniform half3 LightColor : register(c21),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform half3 LightColor,\n" +"uniform half3 LightColor : register(c21),\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform samplerCUBE Texture_Cube,\n" +"uniform sampler Texture_Attenuation : register(s9),\n" +"uniform samplerCUBE Texture_Cube : register(s10),\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\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" +"uniform sampler Texture_ShadowMap2D : register(s15),\n" "# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s15),\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" +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\n" +"#if defined(USESHADOWMAP2D)\n" +"uniform float2 ShadowMap_TextureScale : register(c35),\n" +"uniform float4 ShadowMap_Parameters : register(c34),\n" "#endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "\n" @@ -3092,29 +3028,29 @@ const char *builtincgshaderstring = "#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" +" color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * 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 = 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.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n" " color.a = 1.0;\n" -" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n" +" //color = half4(lerp(float4(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" +" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, 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" +" half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - 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" -" half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n" +" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n" "# else\n" " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n" "# endif\n" @@ -3123,8 +3059,8 @@ const char *builtincgshaderstring = "#ifdef USEREFLECTCUBE\n" " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" -" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n" -" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n" +" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n" +" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n" "#endif\n" "\n" "\n" @@ -3138,10 +3074,10 @@ const char *builtincgshaderstring = " 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 * glosstex.a);\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" "#else\n" -" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" @@ -3149,28 +3085,41 @@ const char *builtincgshaderstring = " 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" +" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" +"#if defined(USESHADOWMAP2D)\n" +" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" "#ifdef USESHADOWMAPVSDCT\n" ", Texture_CubeProjection\n" "#endif\n" -" );\n" +" ));\n" "\n" "#endif\n" "# ifdef USECUBEFILTER\n" -" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n" +" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n" "# endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"#ifdef USESHADOWMAPVSDCT\n" +"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n" +"#else\n" +"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n" +"#endif\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" +"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" +"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.r = half(shadowmaptc.z);\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.r = half(shadowmaptc.z);\n" +"// color.r = 1;\n" +"// color.rgb = abs(CubeVector);\n" +"#endif\n" +"// color.rgb = half3(1,1,1);\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" @@ -3186,8 +3135,8 @@ const char *builtincgshaderstring = "#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" +" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" " // convert modelspace light vector to tangentspace\n" " half3 lightnormal;\n" " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" @@ -3207,15 +3156,15 @@ const char *builtincgshaderstring = "#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" +" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" @@ -3232,10 +3181,10 @@ const char *builtincgshaderstring = " 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 * glosstex.a);\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" "# else\n" -" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" @@ -3247,27 +3196,22 @@ const char *builtincgshaderstring = "#endif\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -" color.rgb *= ShadowMapCompare(ShadowMapTC,\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" -" );\n" +" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\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.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n" +"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n" +"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\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" +" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n" "#else\n" -" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n" +" color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" @@ -3278,9 +3222,9 @@ const char *builtincgshaderstring = " // 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" " 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" +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).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" +" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).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" @@ -3291,7 +3235,7 @@ const char *builtincgshaderstring = " 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" +" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = float4(color);\n" @@ -3311,6 +3255,7 @@ const char *builtincgshaderstring = char *glslshaderstring = NULL; char *cgshaderstring = NULL; +char *hlslshaderstring = NULL; //======================================================================================================================================================= @@ -3351,19 +3296,17 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter - SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter - SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter - SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 - SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array - SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter + SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results + SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results + SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test + SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing + SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection + 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_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe) + SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array + SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array } shaderpermutation_t; @@ -3388,8 +3331,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, - {"#define USESHADOWMAPRECT\n", " shadowmaprect"}, - {"#define USESHADOWMAPCUBE\n", " shadowmapcube"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, @@ -3464,6 +3405,27 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = }; #endif +#ifdef SUPPORTD3D +shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = +{ + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +}; +#endif + struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s { @@ -3498,8 +3460,6 @@ typedef struct r_glsl_permutation_s int loc_Texture_Cube; int loc_Texture_Refraction; int loc_Texture_Reflection; - int loc_Texture_ShadowMapRect; - int loc_Texture_ShadowMapCube; int loc_Texture_ShadowMap2D; int loc_Texture_CubeProjection; int loc_Texture_ScreenDepth; @@ -3558,7 +3518,8 @@ typedef struct r_glsl_permutation_s int loc_ModelViewMatrix; int loc_PixelToScreenTexCoord; int loc_ModelToReflectCube; - int loc_ShadowMapMatrix; + int loc_ShadowMapMatrix; + int loc_BloomColorSubtract; } r_glsl_permutation_t; @@ -3725,8 +3686,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); - p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect"); - p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube"); p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D"); p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection"); p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth"); @@ -3785,7 +3744,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord"); p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube"); - p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract"); // 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); @@ -3808,9 +3768,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE); if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION); if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION); - if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT); - if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE); - if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D); + if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D); if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION); if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH); if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP); @@ -3925,8 +3883,6 @@ typedef struct r_cg_permutation_s 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; @@ -3980,6 +3936,7 @@ typedef struct r_cg_permutation_s CGparameter fp_ViewToLight; CGparameter fp_PixelToScreenTexCoord; CGparameter fp_ModelToReflectCube; + CGparameter fp_BloomColorSubtract; } r_cg_permutation_t; @@ -4224,8 +4181,6 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un 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"); @@ -4279,6 +4234,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord"); p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube"); + p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract"); CHECKCGERROR } @@ -4377,18 +4333,536 @@ void CG_BindTexture(CGparameter param, rtexture_t *tex) } #endif -void R_GLSL_Restart_f(void) +#ifdef SUPPORTD3D + +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +extern D3DCAPS9 vid_d3d9caps; +#endif + +struct r_hlsl_permutation_s; +typedef struct r_hlsl_permutation_s { - unsigned int i, limit; - if (glslshaderstring && glslshaderstring != builtinshaderstring) - Mem_Free(glslshaderstring); - glslshaderstring = NULL; - if (cgshaderstring && cgshaderstring != builtincgshaderstring) - Mem_Free(cgshaderstring); - cgshaderstring = NULL; - switch(vid.renderpath) + /// hash lookup data + struct r_hlsl_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + + /// indicates if we have tried compiling this permutation already + qboolean compiled; + /// NULL if compilation failed + IDirect3DVertexShader9 *vertexshader; + IDirect3DPixelShader9 *pixelshader; +} +r_hlsl_permutation_t; + +typedef enum D3DVSREGISTER_e +{ + D3DVSREGISTER_TexMatrix = 0, // float4x4 + D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4 + D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4 + D3DVSREGISTER_ModelViewMatrix = 12, // float4x4 + D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4 + D3DVSREGISTER_ModelToLight = 20, // float4x4 + D3DVSREGISTER_EyePosition = 24, + D3DVSREGISTER_FogPlane = 25, + D3DVSREGISTER_LightDir = 26, + D3DVSREGISTER_LightPosition = 27, +} +D3DVSREGISTER_t; + +typedef enum D3DPSREGISTER_e +{ + D3DPSREGISTER_Alpha = 0, + D3DPSREGISTER_BloomBlur_Parameters = 1, + D3DPSREGISTER_ClientTime = 2, + D3DPSREGISTER_Color_Ambient = 3, + D3DPSREGISTER_Color_Diffuse = 4, + D3DPSREGISTER_Color_Specular = 5, + D3DPSREGISTER_Color_Glow = 6, + D3DPSREGISTER_Color_Pants = 7, + D3DPSREGISTER_Color_Shirt = 8, + D3DPSREGISTER_DeferredColor_Ambient = 9, + D3DPSREGISTER_DeferredColor_Diffuse = 10, + D3DPSREGISTER_DeferredColor_Specular = 11, + D3DPSREGISTER_DeferredMod_Diffuse = 12, + D3DPSREGISTER_DeferredMod_Specular = 13, + D3DPSREGISTER_DistortScaleRefractReflect = 14, + D3DPSREGISTER_EyePosition = 15, // unused + D3DPSREGISTER_FogColor = 16, + D3DPSREGISTER_FogHeightFade = 17, + D3DPSREGISTER_FogPlane = 18, + D3DPSREGISTER_FogPlaneViewDist = 19, + D3DPSREGISTER_FogRangeRecip = 20, + D3DPSREGISTER_LightColor = 21, + D3DPSREGISTER_LightDir = 22, // unused + D3DPSREGISTER_LightPosition = 23, + D3DPSREGISTER_OffsetMapping_Scale = 24, + D3DPSREGISTER_PixelSize = 25, + D3DPSREGISTER_ReflectColor = 26, + D3DPSREGISTER_ReflectFactor = 27, + D3DPSREGISTER_ReflectOffset = 28, + D3DPSREGISTER_RefractColor = 29, + D3DPSREGISTER_Saturation = 30, + D3DPSREGISTER_ScreenCenterRefractReflect = 31, + D3DPSREGISTER_ScreenScaleRefractReflect = 32, + D3DPSREGISTER_ScreenToDepth = 33, + D3DPSREGISTER_ShadowMap_Parameters = 34, + D3DPSREGISTER_ShadowMap_TextureScale = 35, + D3DPSREGISTER_SpecularPower = 36, + D3DPSREGISTER_UserVec1 = 37, + D3DPSREGISTER_UserVec2 = 38, + D3DPSREGISTER_UserVec3 = 39, + D3DPSREGISTER_UserVec4 = 40, + D3DPSREGISTER_ViewTintColor = 41, + D3DPSREGISTER_PixelToScreenTexCoord = 42, + D3DPSREGISTER_BloomColorSubtract = 43, + D3DPSREGISTER_ViewToLight = 44, // float4x4 + D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 + // next at 52 +} +D3DPSREGISTER_t; + +/// information about each possible shader permutation +r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +/// currently selected permutation +r_hlsl_permutation_t *r_hlsl_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_hlsl_permutationarray; + +static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_hlsl_permutation_t *p; + for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) { - case RENDERPATH_GL20: + if (p->mode == mode && p->permutation == permutation) + { + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; + } + //hashdepth++; + } + p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_hlsl_permutationhash[mode][hashindex]; + r_hlsl_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; +} + +static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) +{ + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + if (!strcmp(filename, "hlsl/default.hlsl")) + { + if (!hlslshaderstring) + { + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) + Con_DPrintf("Loading shaders from file %s...\n", filename); + else + hlslshaderstring = (char *)builtincgshaderstring; + } + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); + return shaderstring; + } + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) + { + if (printfromdisknotice) + Con_DPrintf("from disk %s... ", filename); + return shaderstring; + } + return shaderstring; +} + +#include +//#include +//#include + +static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) +{ + DWORD *vsbin = NULL; + DWORD *psbin = NULL; + fs_offset_t vsbinsize; + fs_offset_t psbinsize; +// IDirect3DVertexShader9 *vs = NULL; +// IDirect3DPixelShader9 *ps = NULL; + ID3DXBuffer *vslog = NULL; + ID3DXBuffer *vsbuffer = NULL; + ID3DXConstantTable *vsconstanttable = NULL; + ID3DXBuffer *pslog = NULL; + ID3DXBuffer *psbuffer = NULL; + ID3DXConstantTable *psconstanttable = NULL; + int vsresult = 0; + int psresult = 0; + char temp[MAX_INPUTLINE]; + const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; + qboolean debugshader = gl_paranoid.integer != 0; + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + if (!debugshader) + { + vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); + psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + } + if ((!vsbin && vertstring) || (!psbin && fragstring)) + { + const char* dllnames_d3dx9 [] = + { + "d3dx9_43.dll", + "d3dx9_42.dll", + "d3dx9_41.dll", + "d3dx9_40.dll", + "d3dx9_39.dll", + "d3dx9_38.dll", + "d3dx9_37.dll", + "d3dx9_36.dll", + "d3dx9_35.dll", + "d3dx9_34.dll", + "d3dx9_33.dll", + "d3dx9_32.dll", + "d3dx9_31.dll", + "d3dx9_30.dll", + "d3dx9_29.dll", + "d3dx9_28.dll", + "d3dx9_27.dll", + "d3dx9_26.dll", + "d3dx9_25.dll", + "d3dx9_24.dll", + NULL + }; + dllhandle_t d3dx9_dll = NULL; + HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); + HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs); + HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); + dllfunction_t d3dx9_dllfuncs[] = + { + {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA}, + {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader}, + {"D3DXCompileShader", (void **) &qD3DXCompileShader}, + {NULL, NULL} + }; + if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs)) + { + DWORD shaderflags = 0; + if (debugshader) + shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION; + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); + if (vertstring && vertstring[0]) + { + if (debugshader) + { +// vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog); +// FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); + FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring)); + vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); + } + else + vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); + if (vsbuffer) + { + vsbinsize = vsbuffer->GetBufferSize(); + vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); + memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize); + vsbuffer->Release(); + } + if (vslog) + { + strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize())); + Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); + vslog->Release(); + } + } + if (fragstring && fragstring[0]) + { + if (debugshader) + { +// psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog); +// FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); + FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring)); + psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + } + else + psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + if (psbuffer) + { + psbinsize = psbuffer->GetBufferSize(); + psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); + memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); + psbuffer->Release(); + } + if (pslog) + { + strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); + pslog->Release(); + } + } + Sys_UnloadLibrary(&d3dx9_dll); + } + else + Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n"); + } + if (vsbin && psbin) + { + vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); + if (FAILED(vsresult)) + Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); + psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); + if (FAILED(psresult)) + Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); + } + // free the shader data + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); +} + +static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) +{ + int i; + shadermodeinfo_t *modeinfo = hlslshadermodeinfo + 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]; + char cachename[256]; + + if (p->compiled) + return; + p->compiled = true; + p->vertexshader = NULL; + p->pixelshader = NULL; + + permutationname[0] = 0; + cachename[0] = 0; + vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true); + geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(cachename, "hlsl/", sizeof(cachename)); + + // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler + vertstrings_list[vertstrings_count++] = "#define HLSL\n"; + geomstrings_list[geomstrings_count++] = "#define HLSL\n"; + fragstrings_list[fragstrings_count++] = "#define HLSL\n"; + + // 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)); + strlcat(cachename, modeinfo->name, sizeof(cachename)); + + // now add all the permutation pretexts + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (permutation & (1<vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) + Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); + else + Con_Printf("^1HLSL 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); +} + +static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} + +static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} + +void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation) +{ + r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); + if (r_hlsl_permutation != perm) + { + r_hlsl_permutation = perm; + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + // 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_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + return; // no bit left to clear, entire mode is broken + } + } + } + IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); + IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); + } + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); + hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); +} +#endif + +void R_GLSL_Restart_f(void) +{ + unsigned int i, limit; + if (glslshaderstring && glslshaderstring != builtinshaderstring) + Mem_Free(glslshaderstring); + glslshaderstring = NULL; + if (cgshaderstring && cgshaderstring != builtincgshaderstring) + Mem_Free(cgshaderstring); + cgshaderstring = NULL; + if (hlslshaderstring && hlslshaderstring != builtincgshaderstring) + Mem_Free(hlslshaderstring); + hlslshaderstring = NULL; + switch(vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + r_hlsl_permutation_t *p; + r_hlsl_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_hlsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i))) + { + if (p->vertexshader) + IDirect3DVertexShader9_Release(p->vertexshader); + if (p->pixelshader) + IDirect3DPixelShader9_Release(p->pixelshader); + Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p); + } + } + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GL20: { r_glsl_permutation_t *p; r_glsl_permutation = NULL; @@ -4427,8 +4901,8 @@ void R_GLSL_Restart_f(void) } memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); } - break; #endif + break; case RENDERPATH_GL13: case RENDERPATH_GL11: break; @@ -4475,6 +4949,25 @@ void R_GLSL_DumpShader_f(void) else Con_Printf("failed to write to cg/default.cg\n"); #endif + +#ifdef SUPPORTD3D + file = FS_OpenRealFile("hlsl/default.hlsl", "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, hlslshadermodeinfo[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("hlsl/default.hlsl written\n"); + } + else + Con_Printf("failed to write to hlsl/default.hlsl\n"); +#endif } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) @@ -4483,10 +4976,23 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod texturemode = GL_MODULATE; switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(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)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: 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); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG @@ -4513,6 +5019,17 @@ void R_SetupShader_DepthOrShadow(void) { switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); break; @@ -4535,6 +5052,17 @@ void R_SetupShader_ShowDepth(void) { switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTHLSL + R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); break; @@ -4555,8 +5083,6 @@ extern cvar_t r_shadow_deferred_8bitrange; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; -extern qboolean r_shadow_usingshadowmaprect; -extern qboolean r_shadow_usingshadowmapcube; extern qboolean r_shadow_usingshadowmap2d; extern qboolean r_shadow_usingshadowmaportho; extern float r_shadow_shadowmap_texturescale[2]; @@ -4564,9 +5090,8 @@ extern float r_shadow_shadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; extern qboolean r_shadow_shadowmapsampler; extern int r_shadow_shadowmappcf; -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_shadowmap2dcolortexture; extern rtexture_t *r_shadow_shadowmapvsdcttexture; extern matrix4x4_t r_shadow_shadowmapmatrix; extern int r_shadow_shadowmaplod; // changes for each light based on distance @@ -4574,10 +5099,106 @@ 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_prepassgeometrydepthcolortexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; extern cvar_t gl_mesh_separatearrays; -void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist) +static qboolean R_BlendFuncAllowsColormod(int src, int dst) +{ + // a blendfunc allows colormod if: + // a) it can never keep the destination pixel invariant, or + // b) it can keep the destination pixel invariant, and still can do so if colormodded + // this is to prevent unintended side effects from colormod + + // in formulas: + // IF there is a (s, sa) for which for all (d, da), + // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d + // THEN, for this (s, sa) and all (colormod, d, da): + // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d + // OBVIOUSLY, this means that + // s*colormod * src(s*colormod, d, sa, da) = 0 + // dst(s*colormod, d, sa, da) = 1 + + // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code + + // main condition to leave dst color invariant: + // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d + // src == GL_ZERO: + // s * 0 + d * dst(s, d, sa, da) == d + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is a problem for GL_SRC_COLOR only + // src == GL_ONE: + // s + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_SRC_COLOR: + // s*s + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_ONE_MINUS_SRC_COLOR: + // s*(1-s) + d * dst(s, d, sa, da) == d + // => s == 0 or s == 1 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is a problem for GL_SRC_COLOR only + // src == GL_DST_COLOR + // s*d + d * dst(s, d, sa, da) == d + // => s == 1 + // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is always a problem + // or + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // => BUT, we do not know s! We must assume it is problematic + // then... except in GL_ONE case, where we know all invariant + // cases are fine + // src == GL_ONE_MINUS_DST_COLOR + // s*(1-d) + d * dst(s, d, sa, da) == d + // => s == 0 (1-d is impossible to handle for our desired result) + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_SRC_ALPHA + // s*sa + d * dst(s, d, sa, da) == d + // => s == 0, or sa == 0 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod breaks in the case GL_SRC_COLOR only + // src == GL_ONE_MINUS_SRC_ALPHA + // s*(1-sa) + d * dst(s, d, sa, da) == d + // => s == 0, or sa == 1 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod breaks in the case GL_SRC_COLOR only + // src == GL_DST_ALPHA + // s*da + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + + switch(src) + { + case GL_ZERO: + case GL_ONE_MINUS_SRC_COLOR: + case GL_SRC_ALPHA: + case GL_ONE_MINUS_SRC_ALPHA: + if(dst == GL_SRC_COLOR) + return false; + return true; + case GL_ONE: + case GL_SRC_COLOR: + case GL_ONE_MINUS_DST_COLOR: + case GL_DST_ALPHA: + case GL_ONE_MINUS_DST_ALPHA: + return true; + case GL_DST_COLOR: + if(dst == GL_ONE) + return true; + return false; + default: + return false; + } +} +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -4585,21 +5206,34 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; + qboolean allow_colormod; + static float dummy_colormod[3] = {1, 1, 1}; + float *colormod = rsurface.colormod; float m16f[16]; + r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + { mode = SHADERMODE_WATER; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) + { mode = SHADERMODE_REFRACTION; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } else { mode = SHADERMODE_GENERIC; permutation |= SHADERPERMUTATION_DIFFUSE; + GL_BlendFunc(GL_ONE, GL_ZERO); + allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO); } GL_AlphaTest(false); - GL_BlendFunc(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY) { @@ -4626,6 +5260,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; GL_AlphaTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); + allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_RTLIGHT) { @@ -4662,15 +5297,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube) - { - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_usingshadowmapcube) - permutation |= SHADERPERMUTATION_SHADOWMAPCUBE; - else if(r_shadow_shadowmapvsdct) + if (r_shadow_usingshadowmap2d) + { + permutation |= SHADERPERMUTATION_SHADOWMAP2D; + if(r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; if (r_shadow_shadowmapsampler) @@ -4684,6 +5314,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_REFLECTCUBE; GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -4714,10 +5345,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4732,6 +5360,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_REFLECTCUBE; GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { @@ -4768,10 +5397,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4788,6 +5414,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_REFLECTCUBE; GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { @@ -4817,10 +5444,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4837,6 +5461,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_REFLECTCUBE; GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else { @@ -4865,10 +5490,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4922,9 +5544,155 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } + if(!allow_colormod) + colormod = dummy_colormod; switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); + R_SetupShader_SetPermutationHLSL(mode, permutation); + Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); + if (mode == SHADERMODE_LIGHTSOURCE) + { + Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + } + else + { + if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + } + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + + if (mode == SHADERMODE_LIGHTSOURCE) + { + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_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 + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_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 (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + else + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (rsurface.texture->pantstexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0); + if (rsurface.texture->shirttexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0); + hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist); + hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip); + hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade); + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) + { + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture); + if (rsurface.rtlight) + { + if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: if (gl_mesh_separatearrays.integer) { @@ -4934,7 +5702,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); } else @@ -4949,8 +5717,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, 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 @@ -4962,24 +5730,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], 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_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); 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_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); 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_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); 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_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); 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 @@ -4993,8 +5761,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); 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)); @@ -5047,24 +5815,29 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); 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_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : 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 (rsurfacepass == RSURFPASS_BACKGROUND) + { + if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// 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 || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture ); - if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture ); + if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture ); if (rsurface.rtlight) { if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - 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_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); } } @@ -5080,7 +5853,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); } else @@ -5113,8 +5886,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, 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 @@ -5125,24 +5898,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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 + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], 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_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR 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_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR 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_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR 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_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR 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 @@ -5157,8 +5930,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR 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 @@ -5209,11 +5982,19 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );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_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : 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 (rsurfacepass == RSURFPASS_BACKGROUND) + { + if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR + else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + } + else + { + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + } 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 @@ -5221,12 +6002,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { 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_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );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_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_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR } } @@ -5271,15 +6049,10 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_shadow_glossexact.integer) permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; } - if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube) + if (r_shadow_usingshadowmap2d) { - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_usingshadowmapcube) - permutation |= SHADERPERMUTATION_SHADOWMAPCUBE; - else if(r_shadow_shadowmapvsdct) + permutation |= SHADERPERMUTATION_SHADOWMAP2D; + if (r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; if (r_shadow_shadowmapsampler) @@ -5295,6 +6068,34 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(mode, permutation); + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture ); + R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; 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]); @@ -5312,9 +6113,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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; @@ -5336,9 +6134,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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 @@ -5506,6 +6301,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \ } +extern cvar_t gl_picmip; skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain) { int j; @@ -5519,6 +6315,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole qboolean ddshasalpha = false; float ddsavgcolor[4]; char basename[MAX_QPATH]; + int miplevel = R_PicmipForFlags(textureflags); + int savemiplevel = miplevel; + int mymiplevel; if (cls.state == ca_dedicated) return NULL; @@ -5533,13 +6332,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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))) + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel))) { - basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer); + basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel); if (basepixels == NULL) return NULL; } + // FIXME handle miplevel + if (developer_loading.integer) Con_Printf("loading skin \"%s\"\n", name); @@ -5564,14 +6365,14 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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); + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel); //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 { 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); + skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); if (textureflags & TEXF_ALPHA) { for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) @@ -5593,44 +6394,46 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole 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); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); 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); + R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha); if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) - R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true); } if (r_loaddds) { + mymiplevel = savemiplevel; 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); + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); 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); - skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL); + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); } // _norm is the name used by tenebrae and has been adopted as standard if (r_loadnormalmap && skinframe->nmap == NULL) { - if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL) + mymiplevel = savemiplevel; + if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); Mem_Free(bumppixels); } @@ -5638,55 +6441,60 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - 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); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); } if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) - R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true); } // _luma is supported only for tenebrae compatibility // _glow is the preferred name - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))) + mymiplevel = savemiplevel; + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))) { - 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); + skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) - R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true); Mem_Free(pixels);pixels = NULL; } - if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - 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); + skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) - R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true); Mem_Free(pixels); pixels = NULL; } - if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - 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); + skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) - R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false); Mem_Free(pixels); pixels = NULL; } - if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - 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); + skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) - R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false); Mem_Free(pixels); pixels = NULL; } - if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect) - R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true); Mem_Free(pixels); pixels = NULL; } @@ -5736,10 +6544,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL); if (textureflags & TEXF_ALPHA) { for (i = 3;i < width * height * 4;i += 4) @@ -5756,7 +6564,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); Mem_Free(fogpixels); } } @@ -5801,7 +6609,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i Con_Printf("loading quake skin \"%s\"\n", name); // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped) - skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height); + skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); memcpy(skinframe->qpixels, skindata, width*height); skinframe->qwidth = width; skinframe->qheight = height; @@ -5859,27 +6667,27 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } if (skinframe->qgenerateglow) { skinframe->qgenerateglow = false; - skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow } if (colormapped) { skinframe->qgeneratebase = false; - skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); - skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite); - skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite); + skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); + skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); + skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); } else { skinframe->qgeneratemerged = false; - skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); + skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); } if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase) @@ -5921,7 +6729,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co if (developer_loading.integer) Con_Printf("loading embedded 8bit image \"%s\"\n", name); - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette); + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette); if (textureflags & TEXF_ALPHA) { for (i = 0;i < width * height;i++) @@ -5933,7 +6741,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co } } if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); @@ -5973,7 +6781,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void) //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { - char *suffix; + const char *suffix; qboolean flipx, flipy, flipdiagonal; } suffixinfo_t; @@ -6026,7 +6834,7 @@ rtexture_t *R_LoadCubemap(const char *basename) // generate an image name based on the base and and suffix dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it - if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer))) + if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL))) { // an image loaded, make sure width and height are equal if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) @@ -6055,7 +6863,7 @@ rtexture_t *R_LoadCubemap(const char *basename) if (developer_loading.integer) Con_Printf("loading cubemap \"%s\"\n", basename); - cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); Mem_Free(cubemappixels); } else @@ -6125,7 +6933,7 @@ void R_Main_ResizeViewCache(void) r_refdef.viewcache.maxentities = numentities; if (r_refdef.viewcache.entityvisible) Mem_Free(r_refdef.viewcache.entityvisible); - r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities); + r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities); } if (r_refdef.viewcache.world_numclusters != numclusters) { @@ -6133,21 +6941,21 @@ void R_Main_ResizeViewCache(void) r_refdef.viewcache.world_numclusterbytes = numclusterbytes; if (r_refdef.viewcache.world_pvsbits) Mem_Free(r_refdef.viewcache.world_pvsbits); - r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes); + r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes); } if (r_refdef.viewcache.world_numleafs != numleafs) { r_refdef.viewcache.world_numleafs = numleafs; if (r_refdef.viewcache.world_leafvisible) Mem_Free(r_refdef.viewcache.world_leafvisible); - r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs); + r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs); } if (r_refdef.viewcache.world_numsurfaces != numsurfaces) { r_refdef.viewcache.world_numsurfaces = numsurfaces; if (r_refdef.viewcache.world_surfacevisible) Mem_Free(r_refdef.viewcache.world_surfacevisible); - r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces); + r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces); } } @@ -6173,6 +6981,9 @@ void gl_main_start(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -6236,6 +7047,12 @@ void gl_main_start(void) memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); cgshaderstring = NULL; +#endif +#ifdef SUPPORTD3D + r_hlsl_permutation = NULL; + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); + hlslshaderstring = NULL; #endif memset(&r_svbsp, 0, sizeof (r_svbsp)); @@ -6249,8 +7066,25 @@ void gl_main_shutdown(void) R_Main_FreeViewCache(); - if (r_maxqueries) - qglDeleteQueriesARB(r_maxqueries, r_queries); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (r_maxqueries) + qglDeleteQueriesARB(r_maxqueries, r_queries); + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } r_numqueries = 0; r_maxqueries = 0; @@ -6281,14 +7115,6 @@ void gl_main_shutdown(void) //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); - r_glsl_permutation = NULL; - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); - glslshaderstring = NULL; -#ifdef SUPPORTCG - r_cg_permutation = NULL; - memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - cgshaderstring = NULL; -#endif R_GLSL_Restart_f(); } @@ -6296,7 +7122,6 @@ extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { // FIXME: move this code to client - int l; char *entities, entname[MAX_QPATH]; if (r_qwskincache) Mem_Free(r_qwskincache); @@ -6304,17 +7129,12 @@ void gl_main_newmap(void) r_qwskincache_size = 0; if (cl.worldmodel) { - strlcpy(entname, cl.worldmodel->name, sizeof(entname)); - l = (int)strlen(entname) - 4; - if (l >= 0 && !strcmp(entname + l, ".bsp")) + dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension); + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { - memcpy(entname + l, ".ent", 5); - if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) - { - CL_ParseEntityLump(entities); - Mem_Free(entities); - return; - } + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); @@ -6371,6 +7191,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showdisabledepthtest); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_draw2d); + Cvar_RegisterVariable(&r_drawworld); Cvar_RegisterVariable(&r_cullentities_trace); Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples); @@ -6446,7 +7268,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); - R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); Cvar_RegisterVariable(&r_track_sprites); Cvar_RegisterVariable(&r_track_sprites_flags); @@ -6517,9 +7339,7 @@ void GL_Init (void) Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) - CHECKGLERROR - qglClearColor(0,0,0,1);CHECKGLERROR - qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -6714,35 +7534,73 @@ void R_AnimCache_ClearCache(void) ent->animcache_vertexpositionbuffer = NULL; ent->animcache_vertexmeshbuffer = NULL; } -} +} + +void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) +{ + int i; + + // identical memory layout, so no need to allocate... + // this also provides the vertexposition structure to everything, e.g. + // depth masked rendering currently uses it even if having separate + // arrays + // NOTE: get rid of this optimization if changing it to e.g. 4f + ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f; + + // TODO: + // get rid of following uses of VERTEXPOSITION, change to the array: + // R_DrawTextureSurfaceList_Sky if skyrendermasked + // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer + // R_DrawTextureSurfaceList_DepthOnly + // R_Q1BSP_DrawShadowMap + + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // need the meshbuffers if !gl_mesh_separatearrays.integer + if (gl_mesh_separatearrays.integer) + return; + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + // always need the meshbuffers + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + // never need the meshbuffers + return; + } -void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) -{ - int i; if (!ent->animcache_vertexmesh && ent->animcache_normal3f) - ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices); + ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices); + /* if (!ent->animcache_vertexposition) - ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices); + ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices); + */ if (ent->animcache_vertexposition) { + /* for (i = 0;i < numvertices;i++) - VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f); + memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3])); + */ // TODO: upload vertex buffer? } if (ent->animcache_vertexmesh) { memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices); for (i = 0;i < numvertices;i++) - VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f); + memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3])); if (ent->animcache_svector3f) for (i = 0;i < numvertices;i++) - VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f); + memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3])); if (ent->animcache_tvector3f) for (i = 0;i < numvertices;i++) - VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f); + memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3])); if (ent->animcache_normal3f) for (i = 0;i < numvertices;i++) - VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f); + memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3])); // TODO: upload vertex buffer? } } @@ -6765,11 +7623,11 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool { numvertices = model->surfmesh.num_vertices; if (wantnormals) - ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wanttangents) { - ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } if (!r_framedata_failed) { @@ -6786,13 +7644,13 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool return false; // get some memory for this entity and generate mesh data numvertices = model->surfmesh.num_vertices; - ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wantnormals) - ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wanttangents) { - ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); } if (!r_framedata_failed) { @@ -6813,6 +7671,9 @@ void R_AnimCache_CacheVisibleEntities(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -6987,7 +7848,7 @@ static void R_View_UpdateEntityVisible (void) { ent = r_refdef.scene.entities[i]; if (!(ent->flags & renderimask)) - if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) + if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs)) r_refdef.viewcache.entityvisible[i] = true; } @@ -7309,6 +8170,18 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); + break; 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); @@ -7347,16 +8220,25 @@ void R_ResetViewRendering2D(void) GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + GL_CullFace(GL_NONE); } void R_ResetViewRendering3D(void) @@ -7373,15 +8255,24 @@ void R_ResetViewRendering3D(void) GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } GL_CullFace(r_refdef.view.cullface_back); } @@ -7417,6 +8308,9 @@ static void R_Water_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7489,7 +8383,7 @@ static void R_Water_StartFrame(void) r_waterstate.numwaterplanes = 0; } -void R_Water_AddWaterPlane(msurface_t *surface) +void R_Water_AddWaterPlane(msurface_t *surface, int entno) { int triangleindex, planeindex; const int *e; @@ -7497,12 +8391,8 @@ void R_Water_AddWaterPlane(msurface_t *surface) vec3_t normal; vec3_t center; mplane_t plane; - int cam_ent; r_waterstate_waterplane_t *p; texture_t *t = R_GetCurrentTexture(surface->texture); - cam_ent = t->camera_entity; - if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA)) - cam_ent = 0; // just use the first triangle with a valid normal for any decisions VectorClear(normal); @@ -7581,14 +8471,14 @@ 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_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_refraction) goto error; } else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL); + p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); if (!p->texture_camera) goto error; } @@ -7596,7 +8486,7 @@ 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_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_reflection) goto error; } @@ -7657,7 +8547,11 @@ static void R_Water_ProcessPlanes(void) r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin); R_RenderView_UpdateViewVectors(); - r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); + if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS) + { + r_refdef.view.usecustompvs = true; + r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); + } } PlaneClassify(&r_refdef.view.clipplane); @@ -7693,10 +8587,13 @@ static void R_Water_ProcessPlanes(void) r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; // also reverse the view matrix - Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1); + Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round R_RenderView_UpdateViewVectors(); - if(p->camera_entity) + if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS) + { + r_refdef.view.usecustompvs = true; r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); + } // camera needs no clipplane r_refdef.view.useclipplane = false; @@ -7735,6 +8632,9 @@ void R_Bloom_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7787,7 +8687,7 @@ 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_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -7797,7 +8697,7 @@ 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_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); } // when doing a reduced render (HDR) we want to use a smaller area @@ -7829,6 +8729,29 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + { + int i; + for (i = 0;i < 4;i++) + { + r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight; + r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight; + } + } + break; + } + if (r_hdr.integer || r_bloom.integer) { r_bloomstate.enabled = true; @@ -7847,7 +8770,21 @@ void R_Bloom_CopyBloomTexture(float colorscale) R_SetViewport(&r_bloomstate.viewport); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } // TODO: do boxfilter scale-down in shader? R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); @@ -7943,31 +8880,6 @@ void R_Bloom_MakeTexture(void) 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; } - - // apply subtract last - // (just like it would be in a GLSL shader) - if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - - GL_BlendFunc(GL_ONE, GL_ONE); - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - - // copy the darkened bloom view to a texture - 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_HDR_RenderBloomTexture(void) @@ -8033,6 +8945,9 @@ static void R_BlendView(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -8080,7 +8995,20 @@ static void R_BlendView(void) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; @@ -8127,12 +9055,12 @@ static void R_BlendView(void) R_ResetViewRendering2D(); GL_Color(1, 1, 1, 1); - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); GL_BlendFunc(GL_ONE, GL_ZERO); switch(vid.renderpath) { case RENDERPATH_GL20: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); 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 ); @@ -8145,9 +9073,11 @@ static void R_BlendView(void) 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); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); 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 @@ -8160,8 +9090,34 @@ static void R_BlendView(void) 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 + if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); +#endif + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); #endif break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; default: break; } @@ -8308,6 +9264,9 @@ void R_UpdateVariables(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -8334,7 +9293,7 @@ void R_UpdateVariables(void) } else { - r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); + r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); } } } @@ -8402,7 +9361,7 @@ void R_RenderView(void) if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] - GL_Clear( GL_DEPTH_BUFFER_BIT ); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); R_TimeReport("depthclear"); r_refdef.view.showdebug = false; @@ -9113,12 +10072,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->color[3] = a; } +static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms) +{ + if(parms[0] == 0 && parms[1] == 0) + return false; + if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! + if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0) + return false; + return true; +} + static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; index = parms[2] + r_refdef.scene.time * parms[3]; index -= floor(index); - switch (func) + switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1)) { default: case Q3WAVEFUNC_NONE: @@ -9143,7 +10112,10 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) f = -(1 - f); break; } - return (float)(parms[0] + parms[1] * f); + f = parms[0] + parms[1] * f; + if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! + f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)]; + return (float) f; } void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) @@ -9285,18 +10257,18 @@ texture_t *R_GetCurrentTexture(texture_t *t) r_qwskincache_size = cl.maxclients; if (r_qwskincache) Mem_Free(r_qwskincache); - r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size); + r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size); } if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin)) R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin); t->currentskinframe = r_qwskincache[i].skinframe; if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; } else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; + t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = rsurface.colormod[3]; @@ -9457,6 +10429,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; } + // don't colormod evilblend textures + if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2)) + VectorSet(t->lightmapcolor, 1, 1, 1); depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -9580,6 +10555,7 @@ void RSurf_ActiveWorldEntity(void) // return; rsurface.entity = r_refdef.scene.worldentity; rsurface.skeleton = NULL; + memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; rsurface.ent_shadertime = 0; @@ -9694,6 +10670,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q // return; rsurface.entity = (entity_render_t *)ent; rsurface.skeleton = ent->skeleton; + memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = ent->skinnum; rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; rsurface.ent_shadertime = ent->shadertime; @@ -10084,7 +11061,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const int surfacefirstvertex; int surfaceendvertex; int surfacenumvertices; - int surfaceadjustvertex; int needsupdate; int i, j; qboolean gaps; @@ -10133,6 +11109,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // may require regenerating vertexmesh or vertexposition arrays... needsupdate = 0; + // check if any dynamic vertex processing must occur + dynamicvertex = false; + if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS; for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) @@ -10152,26 +11131,36 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_AUTOSPRITE2: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_NORMAL: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_WAVE: + if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) + break; // if wavefunc is a nop, ignore this transform + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_BULGE: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_MOVE: + if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) + break; // if wavefunc is a nop, ignore this transform + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX; break; @@ -10183,27 +11172,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const case Q3TCGEN_TEXTURE: break; case Q3TCGEN_LIGHTMAP: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; break; case Q3TCGEN_VECTOR: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; case Q3TCGEN_ENVIRONMENT: + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; break; } if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { + dynamicvertex = true; batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; } - // check if any dynamic vertex processing must occur - dynamicvertex = false; - if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) { dynamicvertex = true; @@ -10231,7 +11221,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // when the model data has no vertex buffer (dynamic mesh), we need to // eliminate gaps - if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo)) + if (!rsurface.modelvertexmeshbuffer) batchneed |= BATCHNEED_NOGAPS; // if needsupdate, we have to do a dynamic vertex batch for sure @@ -10400,7 +11390,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const surfacefirstvertex = texturesurfacelist[i]->num_firstvertex; surfacenumvertices = texturesurfacelist[i]->num_vertices; surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; - surfaceadjustvertex = numvertices - surfacefirstvertex; surfacenumtriangles = texturesurfacelist[i]->num_triangles; // copy only the data requested if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition) @@ -10551,6 +11540,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i)); } } + // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); rsurface.batchvertex3f = rsurface.array_batchvertex3f; @@ -10651,20 +11641,26 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const } } } - Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); rsurface.batchvertex3f = rsurface.array_batchvertex3f; rsurface.batchvertex3f_vertexbuffer = NULL; rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; - rsurface.batchnormal3f = rsurface.array_batchnormal3f; - rsurface.batchnormal3f_vertexbuffer = NULL; - rsurface.batchnormal3f_bufferoffset = 0; + if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL + { + Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); + rsurface.batchnormal3f = rsurface.array_batchnormal3f; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + } + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + } break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey @@ -10678,16 +11674,19 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); VectorNormalize(normal); } - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; rsurface.batchnormal3f = rsurface.array_batchnormal3f; rsurface.batchnormal3f_vertexbuffer = NULL; rsurface.batchnormal3f_bufferoffset = 0; + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + } break; case Q3DEFORM_WAVE: // deform vertex array to make wavey water and flags and such @@ -10695,6 +11694,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const waveparms[1] = deform->waveparms[1]; waveparms[2] = deform->waveparms[2]; waveparms[3] = deform->waveparms[3]; + if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms)) + break; // if wavefunc is a nop, don't make a dynamic vertex array // this is how a divisor of vertex influence on deformation animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); @@ -10708,20 +11709,24 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const } VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j); } + // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); rsurface.batchvertex3f = rsurface.array_batchvertex3f; rsurface.batchvertex3f_vertexbuffer = NULL; rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; rsurface.batchnormal3f = rsurface.array_batchnormal3f; rsurface.batchnormal3f_vertexbuffer = NULL; rsurface.batchnormal3f_bufferoffset = 0; + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + } break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges @@ -10730,23 +11735,29 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1]; VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j); } + // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true); - Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); rsurface.batchvertex3f = rsurface.array_batchvertex3f; rsurface.batchvertex3f_vertexbuffer = NULL; rsurface.batchvertex3f_bufferoffset = 0; - rsurface.batchsvector3f = rsurface.array_batchsvector3f; - rsurface.batchsvector3f_vertexbuffer = NULL; - rsurface.batchsvector3f_bufferoffset = 0; - rsurface.batchtvector3f = rsurface.array_batchtvector3f; - rsurface.batchtvector3f_vertexbuffer = NULL; - rsurface.batchtvector3f_bufferoffset = 0; rsurface.batchnormal3f = rsurface.array_batchnormal3f; rsurface.batchnormal3f_vertexbuffer = NULL; rsurface.batchnormal3f_bufferoffset = 0; + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + } break; case Q3DEFORM_MOVE: // deform vertex array + if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) + break; // if wavefunc is a nop, don't make a dynamic vertex array scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); VectorScale(deform->parms, scale, waveparms); for (j = 0;j < rsurface.batchnumvertices;j++) @@ -10880,27 +11891,6 @@ void RSurf_DrawBatch(void) R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); } -static void RSurf_BindLightmapForBatch(void) -{ - switch(vid.renderpath) - { - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR -#endif - break; - case RENDERPATH_GL20: - if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture); - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - R_Mesh_TexBind(0, rsurface.lightmaptexture); - break; - } -} - static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) { // pick the closest matching water plane @@ -10930,30 +11920,6 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) return bestplaneindex; } -static void RSurf_BindReflectionForBatch(int planeindex) -{ - // pick the closest matching water plane and bind textures - r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL; - 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} - else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : 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); - else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : 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_GL11_MakeFullbrightLightmapColorArray(void) { int i; @@ -11069,7 +12035,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qb if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_BindLightmapForBatch(); + R_Mesh_TexBind(0, rsurface.lightmaptexture); RSurf_DrawBatch(); } @@ -11232,7 +12198,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); } else @@ -11240,7 +12206,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL); } @@ -11262,7 +12228,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // 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, texturenumsurfaces, texturesurfacelist); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL); RSurf_DrawBatch(); return; } @@ -11283,24 +12249,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render water or distortion background GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start); - RSurf_BindReflectionForBatch(startplaneindex); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); RSurf_DrawBatch(); // blend surface on top GL_DepthMask(false); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL); RSurf_DrawBatch(); } else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene) { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start); - RSurf_BindReflectionForBatch(startplaneindex); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); RSurf_DrawBatch(); } } @@ -11309,9 +12269,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface // render surface batch normally GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL); RSurf_DrawBatch(); } @@ -11336,7 +12294,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); @@ -11414,10 +12372,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } @@ -11440,7 +12397,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); @@ -11516,10 +12473,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } @@ -11716,6 +12672,9 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11741,6 +12700,9 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11775,6 +12737,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -12121,7 +13086,7 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float qboolean useshortelements; decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2); useshortelements = decalsystem->maxdecals * 3 <= 65536; - decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0))); + decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0))); decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals); decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12); decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6); @@ -12184,13 +13149,92 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float extern cvar_t cl_decals_bias; extern cvar_t cl_decals_models; extern cvar_t cl_decals_newsystem_intensitymultiplier; +// baseparms, parms, temps +static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex) +{ + int cornerindex; + int index; + float v[9][3]; + const float *vertex3f; + int numpoints; + float points[2][9][3]; + float temp[3]; + float tc[9][2]; + float f; + float c[9][4]; + const int *e; + + e = rsurface.modelelement3i + 3*triangleindex; + + vertex3f = rsurface.modelvertex3f; + + for (cornerindex = 0;cornerindex < 3;cornerindex++) + { + index = 3*e[cornerindex]; + VectorCopy(vertex3f + index, v[cornerindex]); + } + // cull backfaces + //TriangleNormal(v[0], v[1], v[2], normal); + //if (DotProduct(normal, localnormal) < 0.0f) + // continue; + // clip by each of the box planes formed from the projection matrix + // if anything survives, we emit the decal + numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]); + if (numpoints < 3) + return; + // some part of the triangle survived, so we have to accept it... + if (dynamic) + { + // dynamic always uses the original triangle + numpoints = 3; + for (cornerindex = 0;cornerindex < 3;cornerindex++) + { + index = 3*e[cornerindex]; + VectorCopy(vertex3f + index, v[cornerindex]); + } + } + for (cornerindex = 0;cornerindex < numpoints;cornerindex++) + { + // convert vertex positions to texcoords + Matrix4x4_Transform(projection, v[cornerindex], temp); + tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1; + tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1; + // calculate distance fade from the projection origin + f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value; + f = bound(0.0f, f, 1.0f); + c[cornerindex][0] = r * f; + c[cornerindex][1] = g * f; + c[cornerindex][2] = b * f; + c[cornerindex][3] = 1.0f; + //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]); + } + if (dynamic) + R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence); + 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, surfaceindex, decalsequence); +} static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence) { matrix4x4_t projection; decalsystem_t *decalsystem; qboolean dynamic; dp_model_t *model; - const float *vertex3f; const msurface_t *surface; const msurface_t *surfaces; const int *surfacelist; @@ -12200,24 +13244,18 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor int surfacelistindex; int surfaceindex; int triangleindex; - int cornerindex; - int index; - int numpoints; - const int *e; float localorigin[3]; float localnormal[3]; float localmins[3]; float localmaxs[3]; float localsize; - float v[9][3]; - float tc[9][2]; - float c[9][4]; //float normal[3]; float planes[6][4]; - float f; - float points[2][9][3]; float angles[3]; - float temp[3]; + bih_t *bih; + int bih_triangles_count; + int bih_triangles[256]; + int bih_surfaces[256]; decalsystem = &ent->decalsystem; model = ent->model; @@ -12227,7 +13265,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor return; } - if (!model->brush.data_nodes && !cl_decals_models.integer) + if (!model->brush.data_leafs && !cl_decals_models.integer) { if (decalsystem->model) R_DecalSystem_Reset(decalsystem); @@ -12296,86 +13334,57 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor #endif dynamic = model->surfmesh.isanimated; - vertex3f = rsurface.modelvertex3f; numsurfacelist = model->nummodelsurfaces; surfacelist = model->sortedmodelsurfaces; surfaces = model->data_surfaces; - for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++) + + bih = NULL; + bih_triangles_count = -1; + if(!dynamic) { - surfaceindex = surfacelist[surfacelistindex]; - surface = surfaces + surfaceindex; - // check cull box first because it rejects more than any other check - if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs)) - continue; - // skip transparent surfaces - texture = surface->texture; - if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) - continue; - if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) - continue; - numtriangles = surface->num_triangles; - for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3) + if(model->render_bih.numleafs) + bih = &model->render_bih; + else if(model->collision_bih.numleafs) + bih = &model->collision_bih; + } + if(bih) + bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs); + if(bih_triangles_count == 0) + return; + if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway + return; + if(bih_triangles_count > 0) + { + for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex) { - for (cornerindex = 0;cornerindex < 3;cornerindex++) - { - index = 3*e[cornerindex]; - VectorCopy(vertex3f + index, v[cornerindex]); - } - // cull backfaces - //TriangleNormal(v[0], v[1], v[2], normal); - //if (DotProduct(normal, localnormal) < 0.0f) - // continue; - // clip by each of the box planes formed from the projection matrix - // if anything survives, we emit the decal - numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) - continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); - if (numpoints < 3) + surfaceindex = bih_surfaces[triangleindex]; + surface = surfaces + surfaceindex; + texture = surface->texture; + if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) continue; - numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) + if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); - if (numpoints < 3) + R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex); + } + } + else + { + for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++) + { + surfaceindex = surfacelist[surfacelistindex]; + surface = surfaces + surfaceindex; + // check cull box first because it rejects more than any other check + if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs)) continue; - numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) + // skip transparent surfaces + texture = surface->texture; + if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]); - if (numpoints < 3) + if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) continue; - // some part of the triangle survived, so we have to accept it... - if (dynamic) - { - // dynamic always uses the original triangle - numpoints = 3; - for (cornerindex = 0;cornerindex < 3;cornerindex++) - { - index = 3*e[cornerindex]; - VectorCopy(vertex3f + index, v[cornerindex]); - } - } - for (cornerindex = 0;cornerindex < numpoints;cornerindex++) - { - // convert vertex positions to texcoords - Matrix4x4_Transform(&projection, v[cornerindex], temp); - tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1; - tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1; - // calculate distance fade from the projection origin - f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value; - f = bound(0.0f, f, 1.0f); - c[cornerindex][0] = r * f; - c[cornerindex][1] = g * f; - c[cornerindex][2] = b * f; - c[cornerindex][3] = 1.0f; - //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]); - } - if (dynamic) - 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, surfaceindex, decalsequence); + numtriangles = surface->num_triangles; + for (triangleindex = 0; triangleindex < numtriangles; triangleindex++) + R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex); } } } @@ -12699,6 +13708,24 @@ void R_DrawDebugModel(void) dp_model_t *model = ent->model; vec3_t v; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + } + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; R_Mesh_ResetTextureState(); @@ -12984,6 +14011,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); break; case RENDERPATH_GL13: @@ -12998,6 +14028,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: