2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
98 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
114 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
115 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
127 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
133 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
134 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
135 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
161 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
163 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
178 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
180 extern cvar_t v_glslgamma;
182 extern qboolean v_flipped_state;
184 static struct r_bloomstate_s
189 int bloomwidth, bloomheight;
191 int screentexturewidth, screentextureheight;
192 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
194 int bloomtexturewidth, bloomtextureheight;
195 rtexture_t *texture_bloom;
197 // arrays for rendering the screen passes
198 float screentexcoord2f[8];
199 float bloomtexcoord2f[8];
200 float offsettexcoord2f[8];
202 r_viewport_t viewport;
206 r_waterstate_t r_waterstate;
208 /// shadow volume bsp struct with automatically growing nodes buffer
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
239 typedef struct r_qwskincache_s
241 char name[MAX_QPATH];
242 skinframe_t *skinframe;
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
261 for (i = 0;i < verts;i++)
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
275 for (i = 0;i < verts;i++)
285 // FIXME: move this to client?
288 if (gamemode == GAME_NEHAHRA)
290 Cvar_Set("gl_fogenable", "0");
291 Cvar_Set("gl_fogdensity", "0.2");
292 Cvar_Set("gl_fogred", "0.3");
293 Cvar_Set("gl_foggreen", "0.3");
294 Cvar_Set("gl_fogblue", "0.3");
296 r_refdef.fog_density = 0;
297 r_refdef.fog_red = 0;
298 r_refdef.fog_green = 0;
299 r_refdef.fog_blue = 0;
300 r_refdef.fog_alpha = 1;
301 r_refdef.fog_start = 0;
302 r_refdef.fog_end = 16384;
303 r_refdef.fog_height = 1<<30;
304 r_refdef.fog_fadedepth = 128;
307 static void R_BuildBlankTextures(void)
309 unsigned char data[4];
310 data[2] = 128; // normal X
311 data[1] = 128; // normal Y
312 data[0] = 255; // normal Z
313 data[3] = 128; // height
314 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
332 static void R_BuildNoTexture(void)
335 unsigned char pix[16][16][4];
336 // this makes a light grey/dark grey checkerboard texture
337 for (y = 0;y < 16;y++)
339 for (x = 0;x < 16;x++)
341 if ((y < 8) ^ (x < 8))
357 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
360 static void R_BuildWhiteCube(void)
362 unsigned char data[6*1*1*4];
363 memset(data, 255, sizeof(data));
364 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildNormalizationCube(void)
371 vec_t s, t, intensity;
374 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375 for (side = 0;side < 6;side++)
377 for (y = 0;y < NORMSIZE;y++)
379 for (x = 0;x < NORMSIZE;x++)
381 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
417 intensity = 127.0f / sqrt(DotProduct(v, v));
418 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421 data[((side*64+y)*64+x)*4+3] = 255;
425 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
429 static void R_BuildFogTexture(void)
433 unsigned char data1[FOGWIDTH][4];
434 //unsigned char data2[FOGWIDTH][4];
437 r_refdef.fogmasktable_start = r_refdef.fog_start;
438 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439 r_refdef.fogmasktable_range = r_refdef.fogrange;
440 r_refdef.fogmasktable_density = r_refdef.fog_density;
442 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
445 d = (x * r - r_refdef.fogmasktable_start);
446 if(developer_extra.integer)
447 Con_DPrintf("%f ", d);
449 if (r_fog_exp2.integer)
450 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
452 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453 if(developer_extra.integer)
454 Con_DPrintf(" : %f ", alpha);
455 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456 if(developer_extra.integer)
457 Con_DPrintf(" = %f\n", alpha);
458 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
461 for (x = 0;x < FOGWIDTH;x++)
463 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
468 //data2[x][0] = 255 - b;
469 //data2[x][1] = 255 - b;
470 //data2[x][2] = 255 - b;
473 if (r_texture_fogattenuation)
475 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
480 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);
481 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
485 //=======================================================================================================================================================
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "# extension GL_EXT_gpu_shader4 : enable\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "# extension GL_ARB_texture_gather : enable\n"
513 "# ifdef GL_AMD_texture_texture4\n"
514 "# extension GL_AMD_texture_texture4 : enable\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
559 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
564 "#ifdef FRAGMENT_SHADER\n"
567 " gl_FragColor = gl_Color;\n"
570 "#else // !MODE_SHOWDEPTH\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
579 "#ifdef VERTEX_SHADER\n"
582 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
585 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
593 "uniform sampler2D Texture_Second;\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
613 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
615 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
617 "#ifdef USEVIEWTINT\n"
618 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// 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"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
629 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
632 "#ifdef USESATURATION\n"
633 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
639 "#ifdef USEGAMMARAMPS\n"
640 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
646 "#else // !MODE_POSTPROCESS\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
658 "#ifdef VERTEX_SHADER\n"
661 " gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 "#ifdef USESPECULAR\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
682 " gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USESPECULAR\n"
688 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 " gl_FragColor *= tex2;\n"
693 " gl_FragColor += tex2;\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
701 "#else // !MODE_GENERIC\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
711 " gl_FrontColor = gl_Color;\n"
712 " TexCoord = gl_MultiTexCoord0.xy;\n"
713 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
724 " vec2 tc = TexCoord;\n"
725 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 " tc += BloomBlur_Parameters.xy;\n"
727 " for (i = 1;i < SAMPLES;i++)\n"
729 " color += texture2D(Texture_First, tc).rgb;\n"
730 " tc += BloomBlur_Parameters.xy;\n"
732 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
744 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
765 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 " // FIXME temporary hack to detect the case that the reflection\n"
770 " // gets blackened at edges due to leaving the area that contains actual\n"
772 " // Remove this 'ack once we have a better way to stop this thing from\n"
774 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
782 "#else // !MODE_REFRACTION\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
797 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 " ModelViewProjectionPosition = gl_Position;\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
822 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 " // FIXME temporary hack to detect the case that the reflection\n"
828 " // gets blackened at edges due to leaving the area that contains actual\n"
830 " // Remove this 'ack once we have a better way to stop this thing from\n"
832 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
846 "#else // !MODE_WATER\n"
851 "// common definitions between vertex shader and fragment shader:\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
897 "uniform vec4 FogPlane;\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
907 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
916 "uniform sampler2D Texture_Glow;\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
931 "uniform sampler2D Texture_FogMask;\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
962 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
968 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
970 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 " // 14 sample relief mapping: linear search and then binary search\n"
980 " // this basically steps forward a small amount repeatedly until it finds\n"
981 " // itself inside solid, then jitters forward and back using decreasing\n"
982 " // amounts to find the impact\n"
983 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 " vec3 RT = vec3(TexCoord, 1);\n"
987 " OffsetVector *= 0.1;\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1004 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 " // this basically moves forward the full distance, and then backs up based\n"
1006 " // on height of samples\n"
1007 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 " TexCoord += OffsetVector;\n"
1011 " OffsetVector *= 0.333;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " return TexCoord;\n"
1018 "#endif // USEOFFSETMAPPING\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1064 "# ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1067 " vec3 adir = abs(dir);\n"
1068 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 " vec3 adir = abs(dir);\n"
1076 " float ma = adir.z;\n"
1077 " vec4 proj = vec4(dir, 2.5);\n"
1078 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1090 " vec3 adir = abs(dir);\n"
1091 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1100 "# ifdef USESHADOWSAMPLER\n"
1102 "# ifdef USESHADOWMAPPCF\n"
1103 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 " 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"
1106 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# if USESHADOWMAPPCF > 1\n"
1113 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 " 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"
1116 " 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"
1117 " 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"
1118 " 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"
1119 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 " vec2 offset = fract(shadowmaptc.xy);\n"
1124 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1126 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1127 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1135 "# ifdef USESHADOWMAPORTHO\n"
1136 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1146 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "# ifdef USESHADOWMAPPCF\n"
1151 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1152 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 " 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"
1155 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "# ifdef USESHADOWMAPPCF\n"
1159 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "# ifdef GL_ARB_texture_gather\n"
1161 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1163 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1165 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1166 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1167 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1168 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1169 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1170 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1171 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1172 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1174 "# ifdef GL_EXT_gpu_shader4\n"
1175 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1177 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1179 "# if USESHADOWMAPPCF > 1\n"
1180 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1181 " center *= ShadowMap_TextureScale;\n"
1182 " 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"
1183 " 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"
1184 " 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"
1185 " 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"
1186 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1187 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1190 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1191 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1192 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1193 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1194 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1198 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1201 "# ifdef USESHADOWMAPORTHO\n"
1202 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1209 "# ifdef USESHADOWMAPCUBE\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " // apply depth texture cubemap as light filter\n"
1213 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1215 "# ifdef USESHADOWSAMPLER\n"
1216 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1218 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1223 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1224 "#endif // FRAGMENT_SHADER\n"
1229 "#ifdef MODE_DEFERREDGEOMETRY\n"
1230 "#ifdef VERTEX_SHADER\n"
1231 "uniform mat4 TexMatrix;\n"
1232 "#ifdef USEVERTEXTEXTUREBLEND\n"
1233 "uniform mat4 BackgroundTexMatrix;\n"
1235 "uniform mat4 ModelViewMatrix;\n"
1238 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1239 "#ifdef USEVERTEXTEXTUREBLEND\n"
1240 " gl_FrontColor = gl_Color;\n"
1241 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1244 " // transform unnormalized eye direction into tangent space\n"
1245 "#ifdef USEOFFSETMAPPING\n"
1246 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1247 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1248 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1249 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1252 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1253 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1254 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1255 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1257 "#endif // VERTEX_SHADER\n"
1259 "#ifdef FRAGMENT_SHADER\n"
1262 "#ifdef USEOFFSETMAPPING\n"
1263 " // apply offsetmapping\n"
1264 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1265 "#define TexCoord TexCoordOffset\n"
1268 "#ifdef USEALPHAKILL\n"
1269 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1275 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1276 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1277 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1280 "#ifdef USEVERTEXTEXTUREBLEND\n"
1281 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1282 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1284 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1285 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1316 "uniform myhalf2 PixelToScreenTexCoord;\n"
1319 " // calculate viewspace pixel position\n"
1320 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1322 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1323 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1324 " // decode viewspace pixel normal\n"
1325 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1326 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1327 " // surfacenormal = pixel normal in viewspace\n"
1328 " // LightVector = pixel to light in viewspace\n"
1329 " // CubeVector = position in lightspace\n"
1330 " // eyevector = pixel to view in viewspace\n"
1331 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1332 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1333 "#ifdef USEDIFFUSE\n"
1334 " // calculate diffuse shading\n"
1335 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1336 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1338 "#ifdef USESPECULAR\n"
1339 " // calculate directional shading\n"
1340 " vec3 eyevector = position * -1.0;\n"
1341 "# ifdef USEEXACTSPECULARMATH\n"
1342 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1344 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1345 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1349 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1350 " fade *= ShadowMapCompare(CubeVector);\n"
1353 "#ifdef USEDIFFUSE\n"
1354 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1356 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1358 "#ifdef USESPECULAR\n"
1359 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1361 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1364 "# ifdef USECUBEFILTER\n"
1365 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1366 " gl_FragData[0].rgb *= cubecolor;\n"
1367 " gl_FragData[1].rgb *= cubecolor;\n"
1370 "#endif // FRAGMENT_SHADER\n"
1371 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1376 "#ifdef VERTEX_SHADER\n"
1377 "uniform mat4 TexMatrix;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "uniform mat4 BackgroundTexMatrix;\n"
1381 "#ifdef MODE_LIGHTSOURCE\n"
1382 "uniform mat4 ModelToLight;\n"
1384 "#ifdef USESHADOWMAPORTHO\n"
1385 "uniform mat4 ShadowMapMatrix;\n"
1389 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1390 " gl_FrontColor = gl_Color;\n"
1392 " // copy the surface texcoord\n"
1393 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1394 "#ifdef USEVERTEXTEXTUREBLEND\n"
1395 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1397 "#ifdef USELIGHTMAP\n"
1398 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1401 "#ifdef MODE_LIGHTSOURCE\n"
1402 " // transform vertex position into light attenuation/cubemap space\n"
1403 " // (-1 to +1 across the light box)\n"
1404 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1406 "# ifdef USEDIFFUSE\n"
1407 " // transform unnormalized light direction into tangent space\n"
1408 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1409 " // normalize it per pixel)\n"
1410 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1411 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1412 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1413 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1417 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1418 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1419 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1420 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1423 " // transform unnormalized eye direction into tangent space\n"
1424 "#ifdef USEEYEVECTOR\n"
1425 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1426 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1427 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1428 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1432 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1433 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1436 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1437 " VectorS = gl_MultiTexCoord1.xyz;\n"
1438 " VectorT = gl_MultiTexCoord2.xyz;\n"
1439 " VectorR = gl_MultiTexCoord3.xyz;\n"
1442 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1443 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1449 "#ifdef USEREFLECTION\n"
1450 " ModelViewProjectionPosition = gl_Position;\n"
1453 "#endif // VERTEX_SHADER\n"
1458 "#ifdef FRAGMENT_SHADER\n"
1459 "#ifdef USEDEFERREDLIGHTMAP\n"
1460 "uniform myhalf2 PixelToScreenTexCoord;\n"
1461 "uniform myhalf3 DeferredMod_Diffuse;\n"
1462 "uniform myhalf3 DeferredMod_Specular;\n"
1464 "uniform myhalf3 Color_Ambient;\n"
1465 "uniform myhalf3 Color_Diffuse;\n"
1466 "uniform myhalf3 Color_Specular;\n"
1467 "uniform myhalf SpecularPower;\n"
1469 "uniform myhalf3 Color_Glow;\n"
1471 "uniform myhalf Alpha;\n"
1472 "#ifdef USEREFLECTION\n"
1473 "uniform vec4 DistortScaleRefractReflect;\n"
1474 "uniform vec4 ScreenScaleRefractReflect;\n"
1475 "uniform vec4 ScreenCenterRefractReflect;\n"
1476 "uniform myhalf4 ReflectColor;\n"
1478 "#ifdef USEREFLECTCUBE\n"
1479 "uniform mat4 ModelToReflectCube;\n"
1480 "uniform sampler2D Texture_ReflectMask;\n"
1481 "uniform samplerCube Texture_ReflectCube;\n"
1483 "#ifdef MODE_LIGHTDIRECTION\n"
1484 "uniform myhalf3 LightColor;\n"
1486 "#ifdef MODE_LIGHTSOURCE\n"
1487 "uniform myhalf3 LightColor;\n"
1491 "#ifdef USEOFFSETMAPPING\n"
1492 " // apply offsetmapping\n"
1493 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1494 "#define TexCoord TexCoordOffset\n"
1497 " // combine the diffuse textures (base, pants, shirt)\n"
1498 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1499 "#ifdef USEALPHAKILL\n"
1500 " if (color.a < 0.5)\n"
1503 " color.a *= Alpha;\n"
1504 "#ifdef USECOLORMAPPING\n"
1505 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1507 "#ifdef USEVERTEXTEXTUREBLEND\n"
1508 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1509 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1510 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1511 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1513 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1516 " // get the surface normal\n"
1517 "#ifdef USEVERTEXTEXTUREBLEND\n"
1518 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1520 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1523 " // get the material colors\n"
1524 " myhalf3 diffusetex = color.rgb;\n"
1525 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1526 "# ifdef USEVERTEXTEXTUREBLEND\n"
1527 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1529 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1535 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1536 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1537 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1543 "#ifdef MODE_LIGHTSOURCE\n"
1544 " // light source\n"
1545 "#ifdef USEDIFFUSE\n"
1546 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1547 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1548 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1549 "#ifdef USESPECULAR\n"
1550 "#ifdef USEEXACTSPECULARMATH\n"
1551 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1553 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1554 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1556 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1559 " color.rgb = diffusetex * Color_Ambient;\n"
1561 " color.rgb *= LightColor;\n"
1562 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1563 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1564 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1566 "# ifdef USECUBEFILTER\n"
1567 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1569 "#endif // MODE_LIGHTSOURCE\n"
1574 "#ifdef MODE_LIGHTDIRECTION\n"
1576 "#ifdef USEDIFFUSE\n"
1577 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1579 "#define lightcolor LightColor\n"
1580 "#endif // MODE_LIGHTDIRECTION\n"
1581 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1583 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1584 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1585 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1586 " // convert modelspace light vector to tangentspace\n"
1587 " myhalf3 lightnormal;\n"
1588 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1589 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1590 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1591 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1592 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1593 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1594 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1595 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1596 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1597 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1598 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1599 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1600 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1601 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1602 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1604 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1605 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1606 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1612 "#ifdef MODE_LIGHTMAP\n"
1613 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1614 "#endif // MODE_LIGHTMAP\n"
1615 "#ifdef MODE_VERTEXCOLOR\n"
1616 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1617 "#endif // MODE_VERTEXCOLOR\n"
1618 "#ifdef MODE_FLATCOLOR\n"
1619 " color.rgb = diffusetex * Color_Ambient;\n"
1620 "#endif // MODE_FLATCOLOR\n"
1626 "# ifdef USEDIFFUSE\n"
1627 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1628 "# ifdef USESPECULAR\n"
1629 "# ifdef USEEXACTSPECULARMATH\n"
1630 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1632 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1633 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1635 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1637 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1640 " color.rgb = diffusetex * Color_Ambient;\n"
1644 "#ifdef USESHADOWMAPORTHO\n"
1645 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 " color.rgb *= myhalf(FogVertex());\n"
1666 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 " // 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"
1671 "#ifdef USEREFLECTION\n"
1672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 " // FIXME temporary hack to detect the case that the reflection\n"
1677 " // gets blackened at edges due to leaving the area that contains actual\n"
1679 " // Remove this 'ack once we have a better way to stop this thing from\n"
1681 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 " gl_FragColor = vec4(color);\n"
1691 "#endif // FRAGMENT_SHADER\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 =========================================================================================================================================================
1709 =========================================================================================================================================================
1713 =========================================================================================================================================================
1717 =========================================================================================================================================================
1721 =========================================================================================================================================================
1725 =========================================================================================================================================================
1729 =========================================================================================================================================================
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1774 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1786 " gl_FragColor = gl_FrontColor;\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1823 "uniform sampler2D Texture_Second,\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1843 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#ifdef USEVIEWTINT\n"
1848 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1859 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#ifdef USESATURATION\n"
1863 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#else // !MODE_POSTPROCESS\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1896 " gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#ifdef USESPECULAR\n"
1901 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1920 "out float4 gl_FragColor : COLOR\n"
1923 " gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USESPECULAR\n"
1929 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 " gl_FragColor *= tex2;\n"
1934 " gl_FragColor += tex2;\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1942 "#else // !MODE_GENERIC\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1958 " TexCoord = gl_MultiTexCoord0.xy;\n"
1959 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1974 " float2 tc = TexCoord;\n"
1975 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 " tc += BloomBlur_Parameters.xy;\n"
1977 " for (i = 1;i < SAMPLES;i++)\n"
1979 " color += tex2D(Texture_First, tc).rgb;\n"
1980 " tc += BloomBlur_Parameters.xy;\n"
1982 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 " ModelViewProjectionPosition = gl_Position;\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 " // FIXME temporary hack to detect the case that the reflection\n"
2028 " // gets blackened at edges due to leaving the area that contains actual\n"
2030 " // Remove this 'ack once we have a better way to stop this thing from\n"
2032 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "#else // !MODE_REFRACTION\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 " ModelViewProjectionPosition = gl_Position;\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2090 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 " // FIXME temporary hack to detect the case that the reflection\n"
2095 " // gets blackened at edges due to leaving the area that contains actual\n"
2097 " // Remove this 'ack once we have a better way to stop this thing from\n"
2099 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "#else // !MODE_WATER\n"
2118 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 " // 14 sample relief mapping: linear search and then binary search\n"
2141 " // this basically steps forward a small amount repeatedly until it finds\n"
2142 " // itself inside solid, then jitters forward and back using decreasing\n"
2143 " // amounts to find the impact\n"
2144 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 RT = float3(TexCoord, 1);\n"
2148 " OffsetVector *= 0.1;\n"
2149 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 " // this basically moves forward the full distance, and then backs up based\n"
2167 " // on height of samples\n"
2168 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " TexCoord += OffsetVector;\n"
2172 " OffsetVector *= 0.333;\n"
2173 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " return TexCoord;\n"
2179 "#endif // USEOFFSETMAPPING\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifdef USESHADOWMAPORTHO\n"
2184 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2186 "# ifdef USESHADOWMAPVSDCT\n"
2187 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2189 " float3 adir = abs(dir);\n"
2190 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2191 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2192 " return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2195 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2197 " float3 adir = abs(dir);\n"
2198 " float ma = adir.z;\n"
2199 " float4 proj = float4(dir, 2.5);\n"
2200 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2201 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2202 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2203 " 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"
2207 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2209 "#ifdef USESHADOWMAPCUBE\n"
2210 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2212 " float3 adir = abs(dir);\n"
2213 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2217 "# ifdef USESHADOWMAPRECT\n"
2218 "#ifdef USESHADOWMAPVSDCT\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2221 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2224 "#ifdef USESHADOWMAPVSDCT\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2227 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2230 "# ifdef USESHADOWSAMPLER\n"
2232 "# ifdef USESHADOWMAPPCF\n"
2233 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2234 " 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"
2236 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2241 "# ifdef USESHADOWMAPPCF\n"
2242 "# if USESHADOWMAPPCF > 1\n"
2243 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2244 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2245 " 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"
2246 " 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"
2247 " 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"
2248 " 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"
2249 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2250 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2252 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2253 " float2 offset = frac(shadowmaptc.xy);\n"
2254 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2255 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2256 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2257 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2258 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2261 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2265 "# ifdef USESHADOWMAPORTHO\n"
2266 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2273 "# ifdef USESHADOWMAP2D\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2277 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2280 "#ifdef USESHADOWMAPVSDCT\n"
2281 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2283 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2287 "# ifdef USESHADOWSAMPLER\n"
2288 "# ifdef USESHADOWMAPPCF\n"
2289 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2290 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2291 " 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"
2293 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2296 "# ifdef USESHADOWMAPPCF\n"
2297 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2298 "# ifdef GL_ARB_texture_gather\n"
2299 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2301 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2303 " float2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2304 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2305 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2306 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2307 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2308 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2309 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2310 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2312 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2313 "# if USESHADOWMAPPCF > 1\n"
2314 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2315 " center *= ShadowMap_TextureScale;\n"
2316 " 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"
2317 " 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"
2318 " 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"
2319 " 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"
2320 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2321 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2323 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2324 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2325 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2326 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2327 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2328 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2332 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2335 "# ifdef USESHADOWMAPORTHO\n"
2336 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2343 "# ifdef USESHADOWMAPCUBE\n"
2344 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2346 " // apply depth texture cubemap as light filter\n"
2347 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2349 "# ifdef USESHADOWSAMPLER\n"
2350 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2352 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2358 "#endif // FRAGMENT_SHADER\n"
2363 "#ifdef MODE_DEFERREDGEOMETRY\n"
2364 "#ifdef VERTEX_SHADER\n"
2367 "float4 gl_Vertex : POSITION,\n"
2368 "uniform float4x4 ModelViewProjectionMatrix,\n"
2369 "#ifdef USEVERTEXTEXTUREBLEND\n"
2370 "float4 gl_Color : COLOR0,\n"
2372 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2373 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2374 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2375 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2376 "uniform float4x4 TexMatrix,\n"
2377 "#ifdef USEVERTEXTEXTUREBLEND\n"
2378 "uniform float4x4 BackgroundTexMatrix,\n"
2380 "uniform float4x4 ModelViewMatrix,\n"
2381 "#ifdef USEOFFSETMAPPING\n"
2382 "uniform float3 EyePosition,\n"
2384 "out float4 gl_Position : POSITION,\n"
2385 "out float4 gl_FrontColor : COLOR,\n"
2386 "out float4 TexCoordBoth : TEXCOORD0,\n"
2387 "#ifdef USEOFFSETMAPPING\n"
2388 "out float3 EyeVector : TEXCOORD2,\n"
2390 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2391 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2392 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2395 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2396 "#ifdef USEVERTEXTEXTUREBLEND\n"
2397 " gl_FrontColor = gl_Color;\n"
2398 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2401 " // transform unnormalized eye direction into tangent space\n"
2402 "#ifdef USEOFFSETMAPPING\n"
2403 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2404 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2405 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2406 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2409 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2410 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2411 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2412 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2414 "#endif // VERTEX_SHADER\n"
2416 "#ifdef FRAGMENT_SHADER\n"
2419 "float4 TexCoordBoth : TEXCOORD0,\n"
2420 "float3 EyeVector : TEXCOORD2,\n"
2421 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2422 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2423 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2424 "uniform sampler2D Texture_Normal,\n"
2425 "#ifdef USEALPHAKILL\n"
2426 "uniform sampler2D Texture_Color,\n"
2428 "uniform sampler2D Texture_Gloss,\n"
2429 "#ifdef USEVERTEXTEXTUREBLEND\n"
2430 "uniform sampler2D Texture_SecondaryNormal,\n"
2431 "uniform sampler2D Texture_SecondaryGloss,\n"
2433 "#ifdef USEOFFSETMAPPING\n"
2434 "uniform float OffsetMapping_Scale,\n"
2436 "uniform half SpecularPower,\n"
2437 "out float4 gl_FragColor : COLOR\n"
2440 " float2 TexCoord = TexCoordBoth.xy;\n"
2441 "#ifdef USEOFFSETMAPPING\n"
2442 " // apply offsetmapping\n"
2443 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2444 "#define TexCoord TexCoordOffset\n"
2447 "#ifdef USEALPHAKILL\n"
2448 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2452 "#ifdef USEVERTEXTEXTUREBLEND\n"
2453 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2454 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2455 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2456 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2459 "#ifdef USEVERTEXTEXTUREBLEND\n"
2460 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2461 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2463 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2464 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2467 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2469 "#endif // FRAGMENT_SHADER\n"
2470 "#else // !MODE_DEFERREDGEOMETRY\n"
2475 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2476 "#ifdef VERTEX_SHADER\n"
2479 "float4 gl_Vertex : POSITION,\n"
2480 "uniform float4x4 ModelViewProjectionMatrix,\n"
2481 "uniform float4x4 ModelViewMatrix,\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "out float4 ModelViewPosition : TEXCOORD0\n"
2486 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2487 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2489 "#endif // VERTEX_SHADER\n"
2491 "#ifdef FRAGMENT_SHADER\n"
2494 "float2 Pixel : WPOS,\n"
2495 "float4 ModelViewPosition : TEXCOORD0,\n"
2496 "uniform float4x4 ViewToLight,\n"
2497 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2498 "uniform float3 LightPosition,\n"
2499 "uniform half2 PixelToScreenTexCoord,\n"
2500 "uniform half3 DeferredColor_Ambient,\n"
2501 "uniform half3 DeferredColor_Diffuse,\n"
2502 "#ifdef USESPECULAR\n"
2503 "uniform half3 DeferredColor_Specular,\n"
2504 "uniform half SpecularPower,\n"
2506 "uniform sampler2D Texture_Attenuation,\n"
2507 "uniform sampler2D Texture_ScreenDepth,\n"
2508 "uniform sampler2D Texture_ScreenNormalMap,\n"
2510 "#ifdef USESHADOWMAPRECT\n"
2511 "# ifdef USESHADOWSAMPLER\n"
2512 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2514 "uniform samplerRECT Texture_ShadowMapRect,\n"
2518 "#ifdef USESHADOWMAP2D\n"
2519 "# ifdef USESHADOWSAMPLER\n"
2520 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2522 "uniform sampler2D Texture_ShadowMap2D,\n"
2526 "#ifdef USESHADOWMAPVSDCT\n"
2527 "uniform samplerCUBE Texture_CubeProjection,\n"
2530 "#ifdef USESHADOWMAPCUBE\n"
2531 "# ifdef USESHADOWSAMPLER\n"
2532 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2534 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2538 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2539 "uniform float2 ShadowMap_TextureScale,\n"
2540 "uniform float4 ShadowMap_Parameters,\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2547 " // calculate viewspace pixel position\n"
2548 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2549 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2550 " float3 position;\n"
2551 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2552 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2553 " // decode viewspace pixel normal\n"
2554 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2555 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2556 " // surfacenormal = pixel normal in viewspace\n"
2557 " // LightVector = pixel to light in viewspace\n"
2558 " // CubeVector = position in lightspace\n"
2559 " // eyevector = pixel to view in viewspace\n"
2560 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2561 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2562 "#ifdef USEDIFFUSE\n"
2563 " // calculate diffuse shading\n"
2564 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2565 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2567 "#ifdef USESPECULAR\n"
2568 " // calculate directional shading\n"
2569 " float3 eyevector = position * -1.0;\n"
2570 "# ifdef USEEXACTSPECULARMATH\n"
2571 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2573 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2574 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2578 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2579 " fade *= ShadowMapCompare(CubeVector,\n"
2580 "# if defined(USESHADOWMAP2D)\n"
2581 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2583 "# if defined(USESHADOWMAPRECT)\n"
2584 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2586 "# if defined(USESHADOWMAPCUBE)\n"
2587 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2590 "#ifdef USESHADOWMAPVSDCT\n"
2591 ", Texture_CubeProjection\n"
2596 "#ifdef USEDIFFUSE\n"
2597 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2599 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2601 "#ifdef USESPECULAR\n"
2602 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2604 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2607 "# ifdef USECUBEFILTER\n"
2608 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2609 " gl_FragData0.rgb *= cubecolor;\n"
2610 " gl_FragData1.rgb *= cubecolor;\n"
2613 "#endif // FRAGMENT_SHADER\n"
2614 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2619 "#ifdef VERTEX_SHADER\n"
2622 "float4 gl_Vertex : POSITION,\n"
2623 "uniform float4x4 ModelViewProjectionMatrix,\n"
2624 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2625 "float4 gl_Color : COLOR0,\n"
2627 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2628 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2629 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2630 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2631 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2633 "uniform float3 EyePosition,\n"
2634 "uniform float4x4 TexMatrix,\n"
2635 "#ifdef USEVERTEXTEXTUREBLEND\n"
2636 "uniform float4x4 BackgroundTexMatrix,\n"
2638 "#ifdef MODE_LIGHTSOURCE\n"
2639 "uniform float4x4 ModelToLight,\n"
2641 "#ifdef MODE_LIGHTSOURCE\n"
2642 "uniform float3 LightPosition,\n"
2644 "#ifdef MODE_LIGHTDIRECTION\n"
2645 "uniform float3 LightDir,\n"
2647 "uniform float4 FogPlane,\n"
2648 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2649 "uniform float3 LightPosition,\n"
2651 "#ifdef USESHADOWMAPORTHO\n"
2652 "uniform float4x4 ShadowMapMatrix,\n"
2655 "out float4 gl_FrontColor : COLOR,\n"
2656 "out float4 TexCoordBoth : TEXCOORD0,\n"
2657 "#ifdef USELIGHTMAP\n"
2658 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2660 "#ifdef USEEYEVECTOR\n"
2661 "out float3 EyeVector : TEXCOORD2,\n"
2663 "#ifdef USEREFLECTION\n"
2664 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2667 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2669 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2670 "out float3 LightVector : TEXCOORD1,\n"
2672 "#ifdef MODE_LIGHTSOURCE\n"
2673 "out float3 CubeVector : TEXCOORD3,\n"
2675 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2676 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2677 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2678 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2680 "#ifdef USESHADOWMAPORTHO\n"
2681 "out float3 ShadowMapTC : TEXCOORD8,\n"
2683 "out float4 gl_Position : POSITION\n"
2686 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2687 " gl_FrontColor = gl_Color;\n"
2689 " // copy the surface texcoord\n"
2690 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2691 "#ifdef USEVERTEXTEXTUREBLEND\n"
2692 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2694 "#ifdef USELIGHTMAP\n"
2695 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2698 "#ifdef MODE_LIGHTSOURCE\n"
2699 " // transform vertex position into light attenuation/cubemap space\n"
2700 " // (-1 to +1 across the light box)\n"
2701 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2703 "# ifdef USEDIFFUSE\n"
2704 " // transform unnormalized light direction into tangent space\n"
2705 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2706 " // normalize it per pixel)\n"
2707 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2708 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2709 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2710 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2714 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2715 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2716 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2717 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2720 " // transform unnormalized eye direction into tangent space\n"
2721 "#ifdef USEEYEVECTOR\n"
2722 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2723 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2724 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2725 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2729 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2730 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2733 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2734 " VectorS = gl_MultiTexCoord1.xyz;\n"
2735 " VectorT = gl_MultiTexCoord2.xyz;\n"
2736 " VectorR = gl_MultiTexCoord3.xyz;\n"
2739 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2740 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2742 "#ifdef USESHADOWMAPORTHO\n"
2743 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2746 "#ifdef USEREFLECTION\n"
2747 " ModelViewProjectionPosition = gl_Position;\n"
2750 "#endif // VERTEX_SHADER\n"
2755 "#ifdef FRAGMENT_SHADER\n"
2758 "#ifdef USEDEFERREDLIGHTMAP\n"
2759 "float2 Pixel : WPOS,\n"
2761 "float4 gl_FrontColor : COLOR,\n"
2762 "float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "float2 TexCoordLightmap : TEXCOORD1,\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "float3 EyeVector : TEXCOORD2,\n"
2769 "#ifdef USEREFLECTION\n"
2770 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2773 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2775 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2776 "float3 LightVector : TEXCOORD1,\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "float3 CubeVector : TEXCOORD3,\n"
2781 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2782 "float4 ModelViewPosition : TEXCOORD0,\n"
2784 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2785 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2786 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2787 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2789 "#ifdef USESHADOWMAPORTHO\n"
2790 "float3 ShadowMapTC : TEXCOORD8,\n"
2793 "uniform sampler2D Texture_Normal,\n"
2794 "uniform sampler2D Texture_Color,\n"
2795 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2796 "uniform sampler2D Texture_Gloss,\n"
2799 "uniform sampler2D Texture_Glow,\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "uniform sampler2D Texture_SecondaryNormal,\n"
2803 "uniform sampler2D Texture_SecondaryColor,\n"
2804 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2805 "uniform sampler2D Texture_SecondaryGloss,\n"
2808 "uniform sampler2D Texture_SecondaryGlow,\n"
2811 "#ifdef USECOLORMAPPING\n"
2812 "uniform sampler2D Texture_Pants,\n"
2813 "uniform sampler2D Texture_Shirt,\n"
2816 "uniform sampler2D Texture_FogMask,\n"
2818 "#ifdef USELIGHTMAP\n"
2819 "uniform sampler2D Texture_Lightmap,\n"
2821 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2822 "uniform sampler2D Texture_Deluxemap,\n"
2824 "#ifdef USEREFLECTION\n"
2825 "uniform sampler2D Texture_Reflection,\n"
2828 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2829 "uniform sampler2D Texture_ScreenDepth,\n"
2830 "uniform sampler2D Texture_ScreenNormalMap,\n"
2832 "#ifdef USEDEFERREDLIGHTMAP\n"
2833 "uniform sampler2D Texture_ScreenDiffuse,\n"
2834 "uniform sampler2D Texture_ScreenSpecular,\n"
2837 "#ifdef USECOLORMAPPING\n"
2838 "uniform half3 Color_Pants,\n"
2839 "uniform half3 Color_Shirt,\n"
2842 "uniform float3 FogColor,\n"
2843 "uniform float FogRangeRecip,\n"
2844 "uniform float FogPlaneViewDist,\n"
2845 "uniform float FogHeightFade,\n"
2848 "#ifdef USEOFFSETMAPPING\n"
2849 "uniform float OffsetMapping_Scale,\n"
2852 "#ifdef USEDEFERREDLIGHTMAP\n"
2853 "uniform half2 PixelToScreenTexCoord,\n"
2854 "uniform half3 DeferredMod_Diffuse,\n"
2855 "uniform half3 DeferredMod_Specular,\n"
2857 "uniform half3 Color_Ambient,\n"
2858 "uniform half3 Color_Diffuse,\n"
2859 "uniform half3 Color_Specular,\n"
2860 "uniform half SpecularPower,\n"
2862 "uniform half3 Color_Glow,\n"
2864 "uniform half Alpha,\n"
2865 "#ifdef USEREFLECTION\n"
2866 "uniform float4 DistortScaleRefractReflect,\n"
2867 "uniform float4 ScreenScaleRefractReflect,\n"
2868 "uniform float4 ScreenCenterRefractReflect,\n"
2869 "uniform half4 ReflectColor,\n"
2871 "#ifdef USEREFLECTCUBE\n"
2872 "uniform float4x4 ModelToReflectCube,\n"
2873 "uniform sampler2D Texture_ReflectMask,\n"
2874 "uniform samplerCUBE Texture_ReflectCube,\n"
2876 "#ifdef MODE_LIGHTDIRECTION\n"
2877 "uniform half3 LightColor,\n"
2879 "#ifdef MODE_LIGHTSOURCE\n"
2880 "uniform half3 LightColor,\n"
2883 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2884 "uniform sampler2D Texture_Attenuation,\n"
2885 "uniform samplerCUBE Texture_Cube,\n"
2888 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2890 "#ifdef USESHADOWMAPRECT\n"
2891 "# ifdef USESHADOWSAMPLER\n"
2892 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2894 "uniform samplerRECT Texture_ShadowMapRect,\n"
2898 "#ifdef USESHADOWMAP2D\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2902 "uniform sampler2D Texture_ShadowMap2D,\n"
2906 "#ifdef USESHADOWMAPVSDCT\n"
2907 "uniform samplerCUBE Texture_CubeProjection,\n"
2910 "#ifdef USESHADOWMAPCUBE\n"
2911 "# ifdef USESHADOWSAMPLER\n"
2912 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2914 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2918 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2919 "uniform float2 ShadowMap_TextureScale,\n"
2920 "uniform float4 ShadowMap_Parameters,\n"
2922 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2924 "out float4 gl_FragColor : COLOR\n"
2927 " float2 TexCoord = TexCoordBoth.xy;\n"
2928 "#ifdef USEVERTEXTEXTUREBLEND\n"
2929 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2931 "#ifdef USEOFFSETMAPPING\n"
2932 " // apply offsetmapping\n"
2933 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2934 "#define TexCoord TexCoordOffset\n"
2937 " // combine the diffuse textures (base, pants, shirt)\n"
2938 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2939 "#ifdef USEALPHAKILL\n"
2940 " if (color.a < 0.5)\n"
2943 " color.a *= Alpha;\n"
2944 "#ifdef USECOLORMAPPING\n"
2945 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2947 "#ifdef USEVERTEXTEXTUREBLEND\n"
2948 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2949 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2950 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2951 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2953 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2956 " // get the surface normal\n"
2957 "#ifdef USEVERTEXTEXTUREBLEND\n"
2958 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2960 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2963 " // get the material colors\n"
2964 " half3 diffusetex = color.rgb;\n"
2965 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2966 "# ifdef USEVERTEXTEXTUREBLEND\n"
2967 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2969 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2973 "#ifdef USEREFLECTCUBE\n"
2974 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2975 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2976 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2977 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2983 "#ifdef MODE_LIGHTSOURCE\n"
2984 " // light source\n"
2985 "#ifdef USEDIFFUSE\n"
2986 " half3 lightnormal = half3(normalize(LightVector));\n"
2987 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2988 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2989 "#ifdef USESPECULAR\n"
2990 "#ifdef USEEXACTSPECULARMATH\n"
2991 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2993 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2994 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
2996 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
2999 " color.rgb = diffusetex * Color_Ambient;\n"
3001 " color.rgb *= LightColor;\n"
3002 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3003 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3004 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3005 "# if defined(USESHADOWMAP2D)\n"
3006 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3008 "# if defined(USESHADOWMAPRECT)\n"
3009 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3011 "# if defined(USESHADOWMAPCUBE)\n"
3012 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 ", Texture_CubeProjection\n"
3021 "# ifdef USECUBEFILTER\n"
3022 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3024 "#endif // MODE_LIGHTSOURCE\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3031 "#ifdef USEDIFFUSE\n"
3032 " half3 lightnormal = half3(normalize(LightVector));\n"
3034 "#define lightcolor LightColor\n"
3035 "#endif // MODE_LIGHTDIRECTION\n"
3036 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3038 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3039 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3040 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3041 " // convert modelspace light vector to tangentspace\n"
3042 " half3 lightnormal;\n"
3043 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3044 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3045 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3046 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3047 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3048 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3049 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3050 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3051 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3052 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3053 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3054 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3055 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3056 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3057 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3059 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3060 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3061 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3067 "#ifdef MODE_LIGHTMAP\n"
3068 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3069 "#endif // MODE_LIGHTMAP\n"
3070 "#ifdef MODE_VERTEXCOLOR\n"
3071 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3072 "#endif // MODE_VERTEXCOLOR\n"
3073 "#ifdef MODE_FLATCOLOR\n"
3074 " color.rgb = diffusetex * Color_Ambient;\n"
3075 "#endif // MODE_FLATCOLOR\n"
3081 "# ifdef USEDIFFUSE\n"
3082 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3083 "# ifdef USESPECULAR\n"
3084 "# ifdef USEEXACTSPECULARMATH\n"
3085 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3087 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3088 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3090 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3092 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3095 " color.rgb = diffusetex * Color_Ambient;\n"
3099 "#ifdef USESHADOWMAPORTHO\n"
3100 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3101 "# if defined(USESHADOWMAP2D)\n"
3102 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3104 "# if defined(USESHADOWMAPRECT)\n"
3105 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3110 "#ifdef USEDEFERREDLIGHTMAP\n"
3111 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3112 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3113 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3117 "#ifdef USEVERTEXTEXTUREBLEND\n"
3118 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3120 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3125 "#ifdef MODE_LIGHTSOURCE\n"
3126 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3128 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3132 " // 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"
3133 "#ifdef USEREFLECTION\n"
3134 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3135 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3136 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3137 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3138 " // FIXME temporary hack to detect the case that the reflection\n"
3139 " // gets blackened at edges due to leaving the area that contains actual\n"
3141 " // Remove this 'ack once we have a better way to stop this thing from\n"
3143 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3144 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3145 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3146 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3147 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3148 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3151 " gl_FragColor = float4(color);\n"
3153 "#endif // FRAGMENT_SHADER\n"
3155 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3156 "#endif // !MODE_DEFERREDGEOMETRY\n"
3157 "#endif // !MODE_WATER\n"
3158 "#endif // !MODE_REFRACTION\n"
3159 "#endif // !MODE_BLOOMBLUR\n"
3160 "#endif // !MODE_GENERIC\n"
3161 "#endif // !MODE_POSTPROCESS\n"
3162 "#endif // !MODE_SHOWDEPTH\n"
3163 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3166 char *glslshaderstring = NULL;
3167 char *cgshaderstring = NULL;
3169 //=======================================================================================================================================================
3171 typedef struct shaderpermutationinfo_s
3173 const char *pretext;
3176 shaderpermutationinfo_t;
3178 typedef struct shadermodeinfo_s
3180 const char *vertexfilename;
3181 const char *geometryfilename;
3182 const char *fragmentfilename;
3183 const char *pretext;
3188 typedef enum shaderpermutation_e
3190 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3191 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3192 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3193 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3194 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3195 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3196 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3197 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3198 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3199 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3200 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3201 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3202 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3203 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3204 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3205 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3206 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3207 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3208 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3209 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3210 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3211 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3212 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3213 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3214 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3215 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3216 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3217 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3218 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3219 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3221 shaderpermutation_t;
3223 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3224 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3226 {"#define USEDIFFUSE\n", " diffuse"},
3227 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3228 {"#define USEVIEWTINT\n", " viewtint"},
3229 {"#define USECOLORMAPPING\n", " colormapping"},
3230 {"#define USESATURATION\n", " saturation"},
3231 {"#define USEFOGINSIDE\n", " foginside"},
3232 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3233 {"#define USEGAMMARAMPS\n", " gammaramps"},
3234 {"#define USECUBEFILTER\n", " cubefilter"},
3235 {"#define USEGLOW\n", " glow"},
3236 {"#define USEBLOOM\n", " bloom"},
3237 {"#define USESPECULAR\n", " specular"},
3238 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3239 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3240 {"#define USEREFLECTION\n", " reflection"},
3241 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3242 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3243 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3244 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3245 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3246 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3247 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3248 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3249 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3250 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3251 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3252 {"#define USEALPHAKILL\n", " alphakill"},
3253 {"#define USEREFLECTCUBE\n", " reflectcube"},
3256 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3257 typedef enum shadermode_e
3259 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3260 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3261 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3262 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3263 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3264 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3265 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3266 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3267 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3268 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3269 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3270 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3271 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3272 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3273 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3278 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3279 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3283 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3291 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3292 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3293 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3294 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3295 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3299 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3303 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3311 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3312 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3313 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3314 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3315 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3319 struct r_glsl_permutation_s;
3320 typedef struct r_glsl_permutation_s
3322 /// hash lookup data
3323 struct r_glsl_permutation_s *hashnext;
3325 unsigned int permutation;
3327 /// indicates if we have tried compiling this permutation already
3329 /// 0 if compilation failed
3331 /// locations of detected uniforms in program object, or -1 if not found
3332 int loc_Texture_First;
3333 int loc_Texture_Second;
3334 int loc_Texture_GammaRamps;
3335 int loc_Texture_Normal;
3336 int loc_Texture_Color;
3337 int loc_Texture_Gloss;
3338 int loc_Texture_Glow;
3339 int loc_Texture_SecondaryNormal;
3340 int loc_Texture_SecondaryColor;
3341 int loc_Texture_SecondaryGloss;
3342 int loc_Texture_SecondaryGlow;
3343 int loc_Texture_Pants;
3344 int loc_Texture_Shirt;
3345 int loc_Texture_FogMask;
3346 int loc_Texture_Lightmap;
3347 int loc_Texture_Deluxemap;
3348 int loc_Texture_Attenuation;
3349 int loc_Texture_Cube;
3350 int loc_Texture_Refraction;
3351 int loc_Texture_Reflection;
3352 int loc_Texture_ShadowMapRect;
3353 int loc_Texture_ShadowMapCube;
3354 int loc_Texture_ShadowMap2D;
3355 int loc_Texture_CubeProjection;
3356 int loc_Texture_ScreenDepth;
3357 int loc_Texture_ScreenNormalMap;
3358 int loc_Texture_ScreenDiffuse;
3359 int loc_Texture_ScreenSpecular;
3360 int loc_Texture_ReflectMask;
3361 int loc_Texture_ReflectCube;
3363 int loc_BloomBlur_Parameters;
3365 int loc_Color_Ambient;
3366 int loc_Color_Diffuse;
3367 int loc_Color_Specular;
3369 int loc_Color_Pants;
3370 int loc_Color_Shirt;
3371 int loc_DeferredColor_Ambient;
3372 int loc_DeferredColor_Diffuse;
3373 int loc_DeferredColor_Specular;
3374 int loc_DeferredMod_Diffuse;
3375 int loc_DeferredMod_Specular;
3376 int loc_DistortScaleRefractReflect;
3377 int loc_EyePosition;
3379 int loc_FogHeightFade;
3381 int loc_FogPlaneViewDist;
3382 int loc_FogRangeRecip;
3385 int loc_LightPosition;
3386 int loc_OffsetMapping_Scale;
3388 int loc_ReflectColor;
3389 int loc_ReflectFactor;
3390 int loc_ReflectOffset;
3391 int loc_RefractColor;
3393 int loc_ScreenCenterRefractReflect;
3394 int loc_ScreenScaleRefractReflect;
3395 int loc_ScreenToDepth;
3396 int loc_ShadowMap_Parameters;
3397 int loc_ShadowMap_TextureScale;
3398 int loc_SpecularPower;
3403 int loc_ViewTintColor;
3404 int loc_ViewToLight;
3405 int loc_ModelToLight;
3407 int loc_BackgroundTexMatrix;
3408 int loc_ModelViewProjectionMatrix;
3409 int loc_ModelViewMatrix;
3410 int loc_PixelToScreenTexCoord;
3411 int loc_ModelToReflectCube;
3412 int loc_ShadowMapMatrix;
3414 r_glsl_permutation_t;
3416 #define SHADERPERMUTATION_HASHSIZE 256
3418 /// information about each possible shader permutation
3419 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3420 /// currently selected permutation
3421 r_glsl_permutation_t *r_glsl_permutation;
3422 /// storage for permutations linked in the hash table
3423 memexpandablearray_t r_glsl_permutationarray;
3425 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3427 //unsigned int hashdepth = 0;
3428 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3429 r_glsl_permutation_t *p;
3430 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3432 if (p->mode == mode && p->permutation == permutation)
3434 //if (hashdepth > 10)
3435 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3440 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3442 p->permutation = permutation;
3443 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3444 r_glsl_permutationhash[mode][hashindex] = p;
3445 //if (hashdepth > 10)
3446 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3450 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3453 if (!filename || !filename[0])
3455 if (!strcmp(filename, "glsl/default.glsl"))
3457 if (!glslshaderstring)
3459 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3460 if (glslshaderstring)
3461 Con_DPrintf("Loading shaders from file %s...\n", filename);
3463 glslshaderstring = (char *)builtinshaderstring;
3465 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3466 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3467 return shaderstring;
3469 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3472 if (printfromdisknotice)
3473 Con_DPrintf("from disk %s... ", filename);
3474 return shaderstring;
3476 return shaderstring;
3479 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3482 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3483 int vertstrings_count = 0;
3484 int geomstrings_count = 0;
3485 int fragstrings_count = 0;
3486 char *vertexstring, *geometrystring, *fragmentstring;
3487 const char *vertstrings_list[32+3];
3488 const char *geomstrings_list[32+3];
3489 const char *fragstrings_list[32+3];
3490 char permutationname[256];
3497 permutationname[0] = 0;
3498 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3499 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3500 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3502 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3504 // the first pretext is which type of shader to compile as
3505 // (later these will all be bound together as a program object)
3506 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3507 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3508 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3510 // the second pretext is the mode (for example a light source)
3511 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3512 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3513 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3514 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3516 // now add all the permutation pretexts
3517 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3519 if (permutation & (1<<i))
3521 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3522 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3523 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3524 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3528 // keep line numbers correct
3529 vertstrings_list[vertstrings_count++] = "\n";
3530 geomstrings_list[geomstrings_count++] = "\n";
3531 fragstrings_list[fragstrings_count++] = "\n";
3535 // now append the shader text itself
3536 vertstrings_list[vertstrings_count++] = vertexstring;
3537 geomstrings_list[geomstrings_count++] = geometrystring;
3538 fragstrings_list[fragstrings_count++] = fragmentstring;
3540 // if any sources were NULL, clear the respective list
3542 vertstrings_count = 0;
3543 if (!geometrystring)
3544 geomstrings_count = 0;
3545 if (!fragmentstring)
3546 fragstrings_count = 0;
3548 // compile the shader program
3549 if (vertstrings_count + geomstrings_count + fragstrings_count)
3550 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3554 qglUseProgramObjectARB(p->program);CHECKGLERROR
3555 // look up all the uniform variable names we care about, so we don't
3556 // have to look them up every time we set them
3558 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3559 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3560 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3561 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3562 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3563 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3564 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3565 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3566 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3567 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3568 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3569 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3570 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3571 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3572 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3573 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3574 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3575 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3576 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3577 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3578 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3579 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3580 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3581 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3582 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3583 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3584 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3585 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3586 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3587 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3588 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3589 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3590 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3591 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3592 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3593 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3594 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3595 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3596 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3597 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3598 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3599 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3600 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3601 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3602 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3603 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3604 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3605 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3606 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3607 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3608 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3609 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3610 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3611 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3612 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3613 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3614 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3615 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3616 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3617 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3618 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3619 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3620 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3621 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3622 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3623 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3624 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3625 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3626 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3627 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3628 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3629 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3630 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3631 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3632 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3633 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3634 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3635 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3636 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3637 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3638 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3639 // initialize the samplers to refer to the texture units we use
3640 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3641 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3642 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3643 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3644 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3645 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3646 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3647 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3648 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3649 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3650 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3651 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3652 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3653 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3654 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3655 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3656 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3657 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3658 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3659 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3660 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3661 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3662 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3663 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3664 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3665 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3666 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3667 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3668 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3669 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3671 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3674 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3678 Mem_Free(vertexstring);
3680 Mem_Free(geometrystring);
3682 Mem_Free(fragmentstring);
3685 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3687 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3688 if (r_glsl_permutation != perm)
3690 r_glsl_permutation = perm;
3691 if (!r_glsl_permutation->program)
3693 if (!r_glsl_permutation->compiled)
3694 R_GLSL_CompilePermutation(perm, mode, permutation);
3695 if (!r_glsl_permutation->program)
3697 // remove features until we find a valid permutation
3699 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3701 // reduce i more quickly whenever it would not remove any bits
3702 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3703 if (!(permutation & j))
3706 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3707 if (!r_glsl_permutation->compiled)
3708 R_GLSL_CompilePermutation(perm, mode, permutation);
3709 if (r_glsl_permutation->program)
3712 if (i >= SHADERPERMUTATION_COUNT)
3714 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3715 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3716 qglUseProgramObjectARB(0);CHECKGLERROR
3717 return; // no bit left to clear, entire mode is broken
3722 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3724 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3725 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3726 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3730 #include <Cg/cgGL.h>
3731 struct r_cg_permutation_s;
3732 typedef struct r_cg_permutation_s
3734 /// hash lookup data
3735 struct r_cg_permutation_s *hashnext;
3737 unsigned int permutation;
3739 /// indicates if we have tried compiling this permutation already
3741 /// 0 if compilation failed
3744 /// locations of detected parameters in programs, or NULL if not found
3745 CGparameter vp_EyePosition;
3746 CGparameter vp_FogPlane;
3747 CGparameter vp_LightDir;
3748 CGparameter vp_LightPosition;
3749 CGparameter vp_ModelToLight;
3750 CGparameter vp_TexMatrix;
3751 CGparameter vp_BackgroundTexMatrix;
3752 CGparameter vp_ModelViewProjectionMatrix;
3753 CGparameter vp_ModelViewMatrix;
3754 CGparameter vp_ShadowMapMatrix;
3756 CGparameter fp_Texture_First;
3757 CGparameter fp_Texture_Second;
3758 CGparameter fp_Texture_GammaRamps;
3759 CGparameter fp_Texture_Normal;
3760 CGparameter fp_Texture_Color;
3761 CGparameter fp_Texture_Gloss;
3762 CGparameter fp_Texture_Glow;
3763 CGparameter fp_Texture_SecondaryNormal;
3764 CGparameter fp_Texture_SecondaryColor;
3765 CGparameter fp_Texture_SecondaryGloss;
3766 CGparameter fp_Texture_SecondaryGlow;
3767 CGparameter fp_Texture_Pants;
3768 CGparameter fp_Texture_Shirt;
3769 CGparameter fp_Texture_FogMask;
3770 CGparameter fp_Texture_Lightmap;
3771 CGparameter fp_Texture_Deluxemap;
3772 CGparameter fp_Texture_Attenuation;
3773 CGparameter fp_Texture_Cube;
3774 CGparameter fp_Texture_Refraction;
3775 CGparameter fp_Texture_Reflection;
3776 CGparameter fp_Texture_ShadowMapRect;
3777 CGparameter fp_Texture_ShadowMapCube;
3778 CGparameter fp_Texture_ShadowMap2D;
3779 CGparameter fp_Texture_CubeProjection;
3780 CGparameter fp_Texture_ScreenDepth;
3781 CGparameter fp_Texture_ScreenNormalMap;
3782 CGparameter fp_Texture_ScreenDiffuse;
3783 CGparameter fp_Texture_ScreenSpecular;
3784 CGparameter fp_Texture_ReflectMask;
3785 CGparameter fp_Texture_ReflectCube;
3786 CGparameter fp_Alpha;
3787 CGparameter fp_BloomBlur_Parameters;
3788 CGparameter fp_ClientTime;
3789 CGparameter fp_Color_Ambient;
3790 CGparameter fp_Color_Diffuse;
3791 CGparameter fp_Color_Specular;
3792 CGparameter fp_Color_Glow;
3793 CGparameter fp_Color_Pants;
3794 CGparameter fp_Color_Shirt;
3795 CGparameter fp_DeferredColor_Ambient;
3796 CGparameter fp_DeferredColor_Diffuse;
3797 CGparameter fp_DeferredColor_Specular;
3798 CGparameter fp_DeferredMod_Diffuse;
3799 CGparameter fp_DeferredMod_Specular;
3800 CGparameter fp_DistortScaleRefractReflect;
3801 CGparameter fp_EyePosition;
3802 CGparameter fp_FogColor;
3803 CGparameter fp_FogHeightFade;
3804 CGparameter fp_FogPlane;
3805 CGparameter fp_FogPlaneViewDist;
3806 CGparameter fp_FogRangeRecip;
3807 CGparameter fp_LightColor;
3808 CGparameter fp_LightDir;
3809 CGparameter fp_LightPosition;
3810 CGparameter fp_OffsetMapping_Scale;
3811 CGparameter fp_PixelSize;
3812 CGparameter fp_ReflectColor;
3813 CGparameter fp_ReflectFactor;
3814 CGparameter fp_ReflectOffset;
3815 CGparameter fp_RefractColor;
3816 CGparameter fp_Saturation;
3817 CGparameter fp_ScreenCenterRefractReflect;
3818 CGparameter fp_ScreenScaleRefractReflect;
3819 CGparameter fp_ScreenToDepth;
3820 CGparameter fp_ShadowMap_Parameters;
3821 CGparameter fp_ShadowMap_TextureScale;
3822 CGparameter fp_SpecularPower;
3823 CGparameter fp_UserVec1;
3824 CGparameter fp_UserVec2;
3825 CGparameter fp_UserVec3;
3826 CGparameter fp_UserVec4;
3827 CGparameter fp_ViewTintColor;
3828 CGparameter fp_ViewToLight;
3829 CGparameter fp_PixelToScreenTexCoord;
3830 CGparameter fp_ModelToReflectCube;
3834 /// information about each possible shader permutation
3835 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3836 /// currently selected permutation
3837 r_cg_permutation_t *r_cg_permutation;
3838 /// storage for permutations linked in the hash table
3839 memexpandablearray_t r_cg_permutationarray;
3841 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3843 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3845 //unsigned int hashdepth = 0;
3846 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3847 r_cg_permutation_t *p;
3848 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3850 if (p->mode == mode && p->permutation == permutation)
3852 //if (hashdepth > 10)
3853 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3858 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3860 p->permutation = permutation;
3861 p->hashnext = r_cg_permutationhash[mode][hashindex];
3862 r_cg_permutationhash[mode][hashindex] = p;
3863 //if (hashdepth > 10)
3864 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3868 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3871 if (!filename || !filename[0])
3873 if (!strcmp(filename, "cg/default.cg"))
3875 if (!cgshaderstring)
3877 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879 Con_DPrintf("Loading shaders from file %s...\n", filename);
3881 cgshaderstring = (char *)builtincgshaderstring;
3883 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3884 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3885 return shaderstring;
3887 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3890 if (printfromdisknotice)
3891 Con_DPrintf("from disk %s... ", filename);
3892 return shaderstring;
3894 return shaderstring;
3897 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3899 // TODO: load or create .fp and .vp shader files
3902 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3905 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3906 int vertstrings_count = 0, vertstring_length = 0;
3907 int geomstrings_count = 0, geomstring_length = 0;
3908 int fragstrings_count = 0, fragstring_length = 0;
3910 char *vertexstring, *geometrystring, *fragmentstring;
3911 char *vertstring, *geomstring, *fragstring;
3912 const char *vertstrings_list[32+3];
3913 const char *geomstrings_list[32+3];
3914 const char *fragstrings_list[32+3];
3915 char permutationname[256];
3916 char cachename[256];
3917 CGprofile vertexProfile;
3918 CGprofile fragmentProfile;
3926 permutationname[0] = 0;
3928 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3929 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3930 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3932 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3933 strlcat(cachename, "cg/", sizeof(cachename));
3935 // the first pretext is which type of shader to compile as
3936 // (later these will all be bound together as a program object)
3937 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3938 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3939 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3941 // the second pretext is the mode (for example a light source)
3942 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3943 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3944 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3945 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3946 strlcat(cachename, modeinfo->name, sizeof(cachename));
3948 // now add all the permutation pretexts
3949 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3951 if (permutation & (1<<i))
3953 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3954 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3955 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3956 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3957 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3961 // keep line numbers correct
3962 vertstrings_list[vertstrings_count++] = "\n";
3963 geomstrings_list[geomstrings_count++] = "\n";
3964 fragstrings_list[fragstrings_count++] = "\n";
3968 // replace spaces in the cachename with _ characters
3969 for (i = 0;cachename[i];i++)
3970 if (cachename[i] == ' ')
3973 // now append the shader text itself
3974 vertstrings_list[vertstrings_count++] = vertexstring;
3975 geomstrings_list[geomstrings_count++] = geometrystring;
3976 fragstrings_list[fragstrings_count++] = fragmentstring;
3978 // if any sources were NULL, clear the respective list
3980 vertstrings_count = 0;
3981 if (!geometrystring)
3982 geomstrings_count = 0;
3983 if (!fragmentstring)
3984 fragstrings_count = 0;
3986 vertstring_length = 0;
3987 for (i = 0;i < vertstrings_count;i++)
3988 vertstring_length += strlen(vertstrings_list[i]);
3989 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3990 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3991 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3993 geomstring_length = 0;
3994 for (i = 0;i < geomstrings_count;i++)
3995 geomstring_length += strlen(geomstrings_list[i]);
3996 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3997 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3998 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4000 fragstring_length = 0;
4001 for (i = 0;i < fragstrings_count;i++)
4002 fragstring_length += strlen(fragstrings_list[i]);
4003 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4004 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4005 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4009 //vertexProfile = CG_PROFILE_ARBVP1;
4010 //fragmentProfile = CG_PROFILE_ARBFP1;
4011 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4012 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4013 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4014 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4015 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4018 // try to load the cached shader, or generate one
4019 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4021 // if caching failed, do a dynamic compile for now
4023 if (vertstring[0] && !p->vprogram)
4024 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4026 if (fragstring[0] && !p->fprogram)
4027 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4030 // look up all the uniform variable names we care about, so we don't
4031 // have to look them up every time we set them
4035 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4036 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4037 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4038 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4039 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4040 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4041 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4042 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4043 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4044 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4045 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4046 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4052 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4053 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4054 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4055 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4056 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4057 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4058 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4059 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4060 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4061 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4062 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4063 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4064 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4065 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4066 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4067 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4068 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4069 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4070 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4071 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4072 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4073 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4074 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4075 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4076 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4077 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4078 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4079 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4080 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4081 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4082 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4083 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4084 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4085 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4086 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4087 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4088 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4089 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4090 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4091 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4092 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4093 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4094 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4095 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4096 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4097 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4098 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4099 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4100 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4101 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4102 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4103 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4104 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4105 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4106 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4107 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4108 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4109 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4110 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4111 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4112 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4113 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4114 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4115 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4116 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4117 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4118 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4119 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4120 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4121 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4122 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4123 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4124 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4125 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4126 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4127 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4128 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4132 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4133 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4135 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4139 Mem_Free(vertstring);
4141 Mem_Free(geomstring);
4143 Mem_Free(fragstring);
4145 Mem_Free(vertexstring);
4147 Mem_Free(geometrystring);
4149 Mem_Free(fragmentstring);
4152 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4154 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4157 if (r_cg_permutation != perm)
4159 r_cg_permutation = perm;
4160 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4162 if (!r_cg_permutation->compiled)
4163 R_CG_CompilePermutation(perm, mode, permutation);
4164 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4166 // remove features until we find a valid permutation
4168 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4170 // reduce i more quickly whenever it would not remove any bits
4171 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4172 if (!(permutation & j))
4175 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4176 if (!r_cg_permutation->compiled)
4177 R_CG_CompilePermutation(perm, mode, permutation);
4178 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4181 if (i >= SHADERPERMUTATION_COUNT)
4183 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4184 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4185 return; // no bit left to clear, entire mode is broken
4191 if (r_cg_permutation->vprogram)
4193 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4194 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4195 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4199 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4200 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4202 if (r_cg_permutation->fprogram)
4204 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4205 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4206 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4210 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4211 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4215 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4216 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4217 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4220 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4222 cgGLSetTextureParameter(param, R_GetTexture(tex));
4223 cgGLEnableTextureParameter(param);
4227 void R_GLSL_Restart_f(void)
4229 unsigned int i, limit;
4230 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4231 Mem_Free(glslshaderstring);
4232 glslshaderstring = NULL;
4233 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4234 Mem_Free(cgshaderstring);
4235 cgshaderstring = NULL;
4236 switch(vid.renderpath)
4238 case RENDERPATH_GL20:
4240 r_glsl_permutation_t *p;
4241 r_glsl_permutation = NULL;
4242 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4243 for (i = 0;i < limit;i++)
4245 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4247 GL_Backend_FreeProgram(p->program);
4248 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4251 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4254 case RENDERPATH_CGGL:
4257 r_cg_permutation_t *p;
4258 r_cg_permutation = NULL;
4259 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4260 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4261 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4262 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4263 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4264 for (i = 0;i < limit;i++)
4266 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4269 cgDestroyProgram(p->vprogram);
4271 cgDestroyProgram(p->fprogram);
4272 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4275 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4279 case RENDERPATH_GL13:
4280 case RENDERPATH_GL11:
4285 void R_GLSL_DumpShader_f(void)
4290 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4293 FS_Print(file, "/* The engine may define the following macros:\n");
4294 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4295 for (i = 0;i < SHADERMODE_COUNT;i++)
4296 FS_Print(file, glslshadermodeinfo[i].pretext);
4297 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4298 FS_Print(file, shaderpermutationinfo[i].pretext);
4299 FS_Print(file, "*/\n");
4300 FS_Print(file, builtinshaderstring);
4302 Con_Printf("glsl/default.glsl written\n");
4305 Con_Printf("failed to write to glsl/default.glsl\n");
4308 file = FS_OpenRealFile("cg/default.cg", "w", false);
4311 FS_Print(file, "/* The engine may define the following macros:\n");
4312 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4313 for (i = 0;i < SHADERMODE_COUNT;i++)
4314 FS_Print(file, cgshadermodeinfo[i].pretext);
4315 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4316 FS_Print(file, shaderpermutationinfo[i].pretext);
4317 FS_Print(file, "*/\n");
4318 FS_Print(file, builtincgshaderstring);
4320 Con_Printf("cg/default.cg written\n");
4323 Con_Printf("failed to write to cg/default.cg\n");
4327 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4330 texturemode = GL_MODULATE;
4331 switch (vid.renderpath)
4333 case RENDERPATH_GL20:
4334 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))));
4335 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4336 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4338 case RENDERPATH_CGGL:
4341 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4342 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4343 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4346 case RENDERPATH_GL13:
4347 R_Mesh_TexBind(0, first );
4348 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4349 R_Mesh_TexBind(1, second);
4351 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4353 case RENDERPATH_GL11:
4354 R_Mesh_TexBind(0, first );
4359 void R_SetupShader_DepthOrShadow(void)
4361 switch (vid.renderpath)
4363 case RENDERPATH_GL20:
4364 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4366 case RENDERPATH_CGGL:
4368 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4371 case RENDERPATH_GL13:
4372 R_Mesh_TexBind(0, 0);
4373 R_Mesh_TexBind(1, 0);
4375 case RENDERPATH_GL11:
4376 R_Mesh_TexBind(0, 0);
4381 void R_SetupShader_ShowDepth(void)
4383 switch (vid.renderpath)
4385 case RENDERPATH_GL20:
4386 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4388 case RENDERPATH_CGGL:
4390 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4393 case RENDERPATH_GL13:
4395 case RENDERPATH_GL11:
4400 extern qboolean r_shadow_usingdeferredprepass;
4401 extern cvar_t r_shadow_deferred_8bitrange;
4402 extern rtexture_t *r_shadow_attenuationgradienttexture;
4403 extern rtexture_t *r_shadow_attenuation2dtexture;
4404 extern rtexture_t *r_shadow_attenuation3dtexture;
4405 extern qboolean r_shadow_usingshadowmaprect;
4406 extern qboolean r_shadow_usingshadowmapcube;
4407 extern qboolean r_shadow_usingshadowmap2d;
4408 extern qboolean r_shadow_usingshadowmaportho;
4409 extern float r_shadow_shadowmap_texturescale[2];
4410 extern float r_shadow_shadowmap_parameters[4];
4411 extern qboolean r_shadow_shadowmapvsdct;
4412 extern qboolean r_shadow_shadowmapsampler;
4413 extern int r_shadow_shadowmappcf;
4414 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4415 extern rtexture_t *r_shadow_shadowmap2dtexture;
4416 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4417 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4418 extern matrix4x4_t r_shadow_shadowmapmatrix;
4419 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4420 extern int r_shadow_prepass_width;
4421 extern int r_shadow_prepass_height;
4422 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4423 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4424 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4425 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4426 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4428 // select a permutation of the lighting shader appropriate to this
4429 // combination of texture, entity, light source, and fogging, only use the
4430 // minimum features necessary to avoid wasting rendering time in the
4431 // fragment shader on features that are not being used
4432 unsigned int permutation = 0;
4433 unsigned int mode = 0;
4435 if (rsurfacepass == RSURFPASS_BACKGROUND)
4437 // distorted background
4438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4439 mode = SHADERMODE_WATER;
4441 mode = SHADERMODE_REFRACTION;
4442 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4443 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4444 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4445 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4447 R_Mesh_ColorPointer(NULL, 0, 0);
4448 GL_AlphaTest(false);
4449 GL_BlendFunc(GL_ONE, GL_ZERO);
4451 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4453 if (r_glsl_offsetmapping.integer)
4455 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4456 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4457 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4458 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4459 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4461 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4462 if (r_glsl_offsetmapping_reliefmapping.integer)
4463 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4466 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4467 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4468 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4469 permutation |= SHADERPERMUTATION_ALPHAKILL;
4470 // normalmap (deferred prepass), may use alpha test on diffuse
4471 mode = SHADERMODE_DEFERREDGEOMETRY;
4472 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4473 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4474 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4475 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4476 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4477 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4478 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4479 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4480 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4482 R_Mesh_ColorPointer(NULL, 0, 0);
4483 GL_AlphaTest(false);
4484 GL_BlendFunc(GL_ONE, GL_ZERO);
4486 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4488 if (r_glsl_offsetmapping.integer)
4490 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4491 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4492 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4493 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4494 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4496 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4497 if (r_glsl_offsetmapping_reliefmapping.integer)
4498 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4501 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4502 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4504 mode = SHADERMODE_LIGHTSOURCE;
4505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4506 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4507 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4508 permutation |= SHADERPERMUTATION_CUBEFILTER;
4509 if (diffusescale > 0)
4510 permutation |= SHADERPERMUTATION_DIFFUSE;
4511 if (specularscale > 0)
4513 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4514 if (r_shadow_glossexact.integer)
4515 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4517 if (r_refdef.fogenabled)
4518 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4519 if (rsurface.texture->colormapping)
4520 permutation |= SHADERPERMUTATION_COLORMAPPING;
4521 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4523 if (r_shadow_usingshadowmaprect)
4524 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4525 if (r_shadow_usingshadowmap2d)
4526 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4527 if (r_shadow_usingshadowmapcube)
4528 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4529 else if(r_shadow_shadowmapvsdct)
4530 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4532 if (r_shadow_shadowmapsampler)
4533 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4534 if (r_shadow_shadowmappcf > 1)
4535 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4536 else if (r_shadow_shadowmappcf)
4537 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4539 if (rsurface.texture->reflectmasktexture)
4540 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4541 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4542 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4544 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4545 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4546 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4550 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4551 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4552 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4554 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4555 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4556 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4558 R_Mesh_ColorPointer(NULL, 0, 0);
4559 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4560 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4562 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4564 if (r_glsl_offsetmapping.integer)
4566 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4567 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4568 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4569 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4570 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4572 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4573 if (r_glsl_offsetmapping_reliefmapping.integer)
4574 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4579 // unshaded geometry (fullbright or ambient model lighting)
4580 mode = SHADERMODE_FLATCOLOR;
4581 ambientscale = diffusescale = specularscale = 0;
4582 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4583 permutation |= SHADERPERMUTATION_GLOW;
4584 if (r_refdef.fogenabled)
4585 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4586 if (rsurface.texture->colormapping)
4587 permutation |= SHADERPERMUTATION_COLORMAPPING;
4588 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4590 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4591 if (r_shadow_usingshadowmaprect)
4592 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4593 if (r_shadow_usingshadowmap2d)
4594 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4596 if (r_shadow_shadowmapsampler)
4597 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4598 if (r_shadow_shadowmappcf > 1)
4599 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4600 else if (r_shadow_shadowmappcf)
4601 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4604 permutation |= SHADERPERMUTATION_REFLECTION;
4605 if (rsurface.texture->reflectmasktexture)
4606 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4607 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4608 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4610 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4611 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4612 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4617 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4618 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4621 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4622 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4624 R_Mesh_ColorPointer(NULL, 0, 0);
4625 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4628 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4630 if (r_glsl_offsetmapping.integer)
4632 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4633 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4634 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4635 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4636 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4638 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4639 if (r_glsl_offsetmapping_reliefmapping.integer)
4640 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4643 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4644 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4645 // directional model lighting
4646 mode = SHADERMODE_LIGHTDIRECTION;
4647 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4648 permutation |= SHADERPERMUTATION_GLOW;
4649 permutation |= SHADERPERMUTATION_DIFFUSE;
4650 if (specularscale > 0)
4652 permutation |= SHADERPERMUTATION_SPECULAR;
4653 if (r_shadow_glossexact.integer)
4654 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4656 if (r_refdef.fogenabled)
4657 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4658 if (rsurface.texture->colormapping)
4659 permutation |= SHADERPERMUTATION_COLORMAPPING;
4660 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4662 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4663 if (r_shadow_usingshadowmaprect)
4664 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4665 if (r_shadow_usingshadowmap2d)
4666 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4668 if (r_shadow_shadowmapsampler)
4669 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4670 if (r_shadow_shadowmappcf > 1)
4671 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4672 else if (r_shadow_shadowmappcf)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4676 permutation |= SHADERPERMUTATION_REFLECTION;
4677 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4678 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4679 if (rsurface.texture->reflectmasktexture)
4680 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4681 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4682 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4684 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4685 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4686 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4690 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4691 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4692 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4694 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4695 R_Mesh_ColorPointer(NULL, 0, 0);
4696 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4697 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4699 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4701 if (r_glsl_offsetmapping.integer)
4703 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4704 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4705 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4706 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4707 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4709 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4710 if (r_glsl_offsetmapping_reliefmapping.integer)
4711 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4714 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4715 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4716 // ambient model lighting
4717 mode = SHADERMODE_LIGHTDIRECTION;
4718 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4719 permutation |= SHADERPERMUTATION_GLOW;
4720 if (r_refdef.fogenabled)
4721 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4722 if (rsurface.texture->colormapping)
4723 permutation |= SHADERPERMUTATION_COLORMAPPING;
4724 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4726 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4727 if (r_shadow_usingshadowmaprect)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4729 if (r_shadow_usingshadowmap2d)
4730 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4732 if (r_shadow_shadowmapsampler)
4733 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4734 if (r_shadow_shadowmappcf > 1)
4735 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4736 else if (r_shadow_shadowmappcf)
4737 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4739 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4740 permutation |= SHADERPERMUTATION_REFLECTION;
4741 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4742 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4743 if (rsurface.texture->reflectmasktexture)
4744 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4745 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4746 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4748 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4749 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4750 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4754 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4755 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4756 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4759 R_Mesh_ColorPointer(NULL, 0, 0);
4760 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4765 if (r_glsl_offsetmapping.integer)
4767 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4768 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4769 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4770 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4771 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4773 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4774 if (r_glsl_offsetmapping_reliefmapping.integer)
4775 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4778 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4779 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4781 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4782 permutation |= SHADERPERMUTATION_GLOW;
4783 if (r_refdef.fogenabled)
4784 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4785 if (rsurface.texture->colormapping)
4786 permutation |= SHADERPERMUTATION_COLORMAPPING;
4787 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4789 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4790 if (r_shadow_usingshadowmaprect)
4791 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4792 if (r_shadow_usingshadowmap2d)
4793 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4795 if (r_shadow_shadowmapsampler)
4796 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4797 if (r_shadow_shadowmappcf > 1)
4798 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4799 else if (r_shadow_shadowmappcf)
4800 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4802 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4803 permutation |= SHADERPERMUTATION_REFLECTION;
4804 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4805 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4806 if (rsurface.texture->reflectmasktexture)
4807 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4808 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4810 // deluxemapping (light direction texture)
4811 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4812 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4814 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4815 permutation |= SHADERPERMUTATION_DIFFUSE;
4816 if (specularscale > 0)
4818 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4819 if (r_shadow_glossexact.integer)
4820 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4822 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4823 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4824 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4826 R_Mesh_ColorPointer(NULL, 0, 0);
4828 else if (r_glsl_deluxemapping.integer >= 2)
4830 // fake deluxemapping (uniform light direction in tangentspace)
4831 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4832 permutation |= SHADERPERMUTATION_DIFFUSE;
4833 if (specularscale > 0)
4835 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4836 if (r_shadow_glossexact.integer)
4837 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4839 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4840 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4841 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4843 R_Mesh_ColorPointer(NULL, 0, 0);
4845 else if (rsurface.uselightmaptexture)
4847 // ordinary lightmapping (q1bsp, q3bsp)
4848 mode = SHADERMODE_LIGHTMAP;
4849 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4850 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4851 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4853 R_Mesh_ColorPointer(NULL, 0, 0);
4857 // ordinary vertex coloring (q3bsp)
4858 mode = SHADERMODE_VERTEXCOLOR;
4859 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4860 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4862 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4863 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4865 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4866 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4867 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4871 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4872 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4873 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4875 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4876 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4878 switch(vid.renderpath)
4880 case RENDERPATH_GL20:
4881 R_SetupShader_SetPermutationGLSL(mode, permutation);
4882 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4883 if (mode == SHADERMODE_LIGHTSOURCE)
4885 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4886 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4887 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4888 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);
4889 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);
4890 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);
4892 // additive passes are only darkened by fog, not tinted
4893 if (r_glsl_permutation->loc_FogColor >= 0)
4894 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4895 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4899 if (mode == SHADERMODE_FLATCOLOR)
4901 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4903 else if (mode == SHADERMODE_LIGHTDIRECTION)
4905 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]);
4906 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]);
4907 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);
4908 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);
4909 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);
4910 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]);
4911 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]);
4915 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]);
4916 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]);
4917 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);
4918 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);
4919 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);
4921 // additive passes are only darkened by fog, not tinted
4922 if (r_glsl_permutation->loc_FogColor >= 0)
4924 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4925 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4927 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4929 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);
4930 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]);
4931 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]);
4932 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4933 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4934 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4935 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4936 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4938 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4939 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4940 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4941 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4942 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4944 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4945 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4946 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4947 if (r_glsl_permutation->loc_Color_Pants >= 0)
4949 if (rsurface.texture->pantstexture)
4950 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4954 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4956 if (rsurface.texture->shirttexture)
4957 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4961 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
4962 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4963 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4964 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4965 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
4966 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4967 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4969 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4970 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4971 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4972 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4973 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4974 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4975 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4976 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4977 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4978 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4979 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4980 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4981 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4982 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4983 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4984 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4985 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4986 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4987 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4988 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4989 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4990 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4991 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4992 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4993 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4994 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4996 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
4997 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
4998 if (rsurface.rtlight)
5000 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5001 if (r_shadow_usingshadowmapcube)
5002 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5003 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5008 case RENDERPATH_CGGL:
5010 R_SetupShader_SetPermutationCG(mode, permutation);
5011 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5012 if (mode == SHADERMODE_LIGHTSOURCE)
5014 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5015 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5019 if (mode == SHADERMODE_LIGHTDIRECTION)
5021 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5024 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5025 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5026 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5027 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5028 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5031 if (mode == SHADERMODE_LIGHTSOURCE)
5033 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5034 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5035 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
5036 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
5037 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
5039 // additive passes are only darkened by fog, not tinted
5040 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5041 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5045 if (mode == SHADERMODE_FLATCOLOR)
5047 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5049 else if (mode == SHADERMODE_LIGHTDIRECTION)
5051 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
5052 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
5053 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
5054 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
5055 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
5056 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
5057 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
5061 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
5062 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
5063 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
5064 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
5065 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
5067 // additive passes are only darkened by fog, not tinted
5068 if (r_cg_permutation->fp_FogColor)
5070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5071 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5073 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5076 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
5077 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
5078 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
5079 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5080 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5081 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5082 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5083 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5085 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5086 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5087 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5088 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5089 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5090 if (r_cg_permutation->fp_Color_Pants)
5092 if (rsurface.texture->pantstexture)
5093 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5095 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5098 if (r_cg_permutation->fp_Color_Shirt)
5100 if (rsurface.texture->shirttexture)
5101 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5103 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5106 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5107 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5108 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5109 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5110 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5111 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5112 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5114 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5115 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5116 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5117 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5118 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5119 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5120 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5121 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5122 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5123 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5124 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5125 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5126 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5127 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5128 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
5129 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5134 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5135 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5138 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5139 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5141 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5142 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5143 if (rsurface.rtlight)
5145 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5146 if (r_shadow_usingshadowmapcube)
5147 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5148 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5155 case RENDERPATH_GL13:
5156 case RENDERPATH_GL11:
5161 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5163 // select a permutation of the lighting shader appropriate to this
5164 // combination of texture, entity, light source, and fogging, only use the
5165 // minimum features necessary to avoid wasting rendering time in the
5166 // fragment shader on features that are not being used
5167 unsigned int permutation = 0;
5168 unsigned int mode = 0;
5169 const float *lightcolorbase = rtlight->currentcolor;
5170 float ambientscale = rtlight->ambientscale;
5171 float diffusescale = rtlight->diffusescale;
5172 float specularscale = rtlight->specularscale;
5173 // this is the location of the light in view space
5174 vec3_t viewlightorigin;
5175 // this transforms from view space (camera) to light space (cubemap)
5176 matrix4x4_t viewtolight;
5177 matrix4x4_t lighttoview;
5178 float viewtolight16f[16];
5179 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5181 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5182 if (rtlight->currentcubemap != r_texture_whitecube)
5183 permutation |= SHADERPERMUTATION_CUBEFILTER;
5184 if (diffusescale > 0)
5185 permutation |= SHADERPERMUTATION_DIFFUSE;
5186 if (specularscale > 0)
5188 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5189 if (r_shadow_glossexact.integer)
5190 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5192 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5194 if (r_shadow_usingshadowmaprect)
5195 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5196 if (r_shadow_usingshadowmap2d)
5197 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5198 if (r_shadow_usingshadowmapcube)
5199 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5200 else if(r_shadow_shadowmapvsdct)
5201 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5203 if (r_shadow_shadowmapsampler)
5204 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5205 if (r_shadow_shadowmappcf > 1)
5206 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5207 else if (r_shadow_shadowmappcf)
5208 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5210 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5211 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5212 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5213 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5214 switch(vid.renderpath)
5216 case RENDERPATH_GL20:
5217 R_SetupShader_SetPermutationGLSL(mode, permutation);
5218 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5219 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5220 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
5221 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
5222 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5223 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5224 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5225 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5226 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5227 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5229 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5230 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5231 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5232 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5233 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5234 if (r_shadow_usingshadowmapcube)
5235 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5236 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5237 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5239 case RENDERPATH_CGGL:
5241 R_SetupShader_SetPermutationCG(mode, permutation);
5242 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5243 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5244 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5245 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5246 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5247 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5248 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5249 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5250 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5251 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5253 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5254 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5255 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5256 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5257 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5258 if (r_shadow_usingshadowmapcube)
5259 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5260 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5261 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5264 case RENDERPATH_GL13:
5265 case RENDERPATH_GL11:
5270 #define SKINFRAME_HASH 1024
5274 int loadsequence; // incremented each level change
5275 memexpandablearray_t array;
5276 skinframe_t *hash[SKINFRAME_HASH];
5279 r_skinframe_t r_skinframe;
5281 void R_SkinFrame_PrepareForPurge(void)
5283 r_skinframe.loadsequence++;
5284 // wrap it without hitting zero
5285 if (r_skinframe.loadsequence >= 200)
5286 r_skinframe.loadsequence = 1;
5289 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5293 // mark the skinframe as used for the purging code
5294 skinframe->loadsequence = r_skinframe.loadsequence;
5297 void R_SkinFrame_Purge(void)
5301 for (i = 0;i < SKINFRAME_HASH;i++)
5303 for (s = r_skinframe.hash[i];s;s = s->next)
5305 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5307 if (s->merged == s->base)
5309 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5310 R_PurgeTexture(s->stain );s->stain = NULL;
5311 R_PurgeTexture(s->merged);s->merged = NULL;
5312 R_PurgeTexture(s->base );s->base = NULL;
5313 R_PurgeTexture(s->pants );s->pants = NULL;
5314 R_PurgeTexture(s->shirt );s->shirt = NULL;
5315 R_PurgeTexture(s->nmap );s->nmap = NULL;
5316 R_PurgeTexture(s->gloss );s->gloss = NULL;
5317 R_PurgeTexture(s->glow );s->glow = NULL;
5318 R_PurgeTexture(s->fog );s->fog = NULL;
5319 R_PurgeTexture(s->reflect);s->reflect = NULL;
5320 s->loadsequence = 0;
5326 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5328 char basename[MAX_QPATH];
5330 Image_StripImageExtension(name, basename, sizeof(basename));
5332 if( last == NULL ) {
5334 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5335 item = r_skinframe.hash[hashindex];
5340 // linearly search through the hash bucket
5341 for( ; item ; item = item->next ) {
5342 if( !strcmp( item->basename, basename ) ) {
5349 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5353 char basename[MAX_QPATH];
5355 Image_StripImageExtension(name, basename, sizeof(basename));
5357 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5358 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5359 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5363 rtexture_t *dyntexture;
5364 // check whether its a dynamic texture
5365 dyntexture = CL_GetDynTexture( basename );
5366 if (!add && !dyntexture)
5368 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5369 memset(item, 0, sizeof(*item));
5370 strlcpy(item->basename, basename, sizeof(item->basename));
5371 item->base = dyntexture; // either NULL or dyntexture handle
5372 item->textureflags = textureflags;
5373 item->comparewidth = comparewidth;
5374 item->compareheight = compareheight;
5375 item->comparecrc = comparecrc;
5376 item->next = r_skinframe.hash[hashindex];
5377 r_skinframe.hash[hashindex] = item;
5379 else if( item->base == NULL )
5381 rtexture_t *dyntexture;
5382 // check whether its a dynamic texture
5383 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5384 dyntexture = CL_GetDynTexture( basename );
5385 item->base = dyntexture; // either NULL or dyntexture handle
5388 R_SkinFrame_MarkUsed(item);
5392 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5394 unsigned long long avgcolor[5], wsum; \
5402 for(pix = 0; pix < cnt; ++pix) \
5405 for(comp = 0; comp < 3; ++comp) \
5407 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5410 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5412 for(comp = 0; comp < 3; ++comp) \
5413 avgcolor[comp] += getpixel * w; \
5416 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5417 avgcolor[4] += getpixel; \
5419 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5421 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5422 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5423 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5424 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5427 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5430 unsigned char *pixels;
5431 unsigned char *bumppixels;
5432 unsigned char *basepixels = NULL;
5433 int basepixels_width = 0;
5434 int basepixels_height = 0;
5435 skinframe_t *skinframe;
5436 rtexture_t *ddsbase = NULL;
5437 qboolean ddshasalpha = false;
5438 float ddsavgcolor[4];
5439 char basename[MAX_QPATH];
5441 if (cls.state == ca_dedicated)
5444 // return an existing skinframe if already loaded
5445 // if loading of the first image fails, don't make a new skinframe as it
5446 // would cause all future lookups of this to be missing
5447 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5448 if (skinframe && skinframe->base)
5451 Image_StripImageExtension(name, basename, sizeof(basename));
5453 // check for DDS texture file first
5454 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5456 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5457 if (basepixels == NULL)
5461 if (developer_loading.integer)
5462 Con_Printf("loading skin \"%s\"\n", name);
5464 // we've got some pixels to store, so really allocate this new texture now
5466 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5467 skinframe->stain = NULL;
5468 skinframe->merged = NULL;
5469 skinframe->base = NULL;
5470 skinframe->pants = NULL;
5471 skinframe->shirt = NULL;
5472 skinframe->nmap = NULL;
5473 skinframe->gloss = NULL;
5474 skinframe->glow = NULL;
5475 skinframe->fog = NULL;
5476 skinframe->reflect = NULL;
5477 skinframe->hasalpha = false;
5481 skinframe->base = ddsbase;
5482 skinframe->hasalpha = ddshasalpha;
5483 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5484 if (r_loadfog && skinframe->hasalpha)
5485 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5486 //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]);
5490 basepixels_width = image_width;
5491 basepixels_height = image_height;
5492 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);
5493 if (textureflags & TEXF_ALPHA)
5495 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5497 if (basepixels[j] < 255)
5499 skinframe->hasalpha = true;
5503 if (r_loadfog && skinframe->hasalpha)
5505 // has transparent pixels
5506 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5507 for (j = 0;j < image_width * image_height * 4;j += 4)
5512 pixels[j+3] = basepixels[j+3];
5514 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);
5518 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5519 //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]);
5520 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5521 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5522 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5523 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5528 if (r_loadnormalmap)
5529 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5530 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5532 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5533 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5534 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5535 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5538 // _norm is the name used by tenebrae and has been adopted as standard
5539 if (r_loadnormalmap && skinframe->nmap == NULL)
5541 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5543 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);
5547 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5549 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5550 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5551 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);
5553 Mem_Free(bumppixels);
5555 else if (r_shadow_bumpscale_basetexture.value > 0)
5557 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5558 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5559 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);
5562 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5563 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5566 // _luma is supported only for tenebrae compatibility
5567 // _glow is the preferred name
5568 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))))
5570 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);
5571 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5572 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5573 Mem_Free(pixels);pixels = NULL;
5576 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5578 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);
5579 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5580 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5585 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5587 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);
5588 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5589 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5594 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5596 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);
5597 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5598 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5603 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5605 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);
5606 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5607 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5613 Mem_Free(basepixels);
5618 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5619 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5622 unsigned char *temp1, *temp2;
5623 skinframe_t *skinframe;
5625 if (cls.state == ca_dedicated)
5628 // if already loaded just return it, otherwise make a new skinframe
5629 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5630 if (skinframe && skinframe->base)
5633 skinframe->stain = NULL;
5634 skinframe->merged = NULL;
5635 skinframe->base = NULL;
5636 skinframe->pants = NULL;
5637 skinframe->shirt = NULL;
5638 skinframe->nmap = NULL;
5639 skinframe->gloss = NULL;
5640 skinframe->glow = NULL;
5641 skinframe->fog = NULL;
5642 skinframe->reflect = NULL;
5643 skinframe->hasalpha = false;
5645 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5649 if (developer_loading.integer)
5650 Con_Printf("loading 32bit skin \"%s\"\n", name);
5652 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5654 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5655 temp2 = temp1 + width * height * 4;
5656 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5660 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5661 if (textureflags & TEXF_ALPHA)
5663 for (i = 3;i < width * height * 4;i += 4)
5665 if (skindata[i] < 255)
5667 skinframe->hasalpha = true;
5671 if (r_loadfog && skinframe->hasalpha)
5673 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5674 memcpy(fogpixels, skindata, width * height * 4);
5675 for (i = 0;i < width * height * 4;i += 4)
5676 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5677 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5678 Mem_Free(fogpixels);
5682 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5683 //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]);
5688 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5692 skinframe_t *skinframe;
5694 if (cls.state == ca_dedicated)
5697 // if already loaded just return it, otherwise make a new skinframe
5698 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5699 if (skinframe && skinframe->base)
5702 skinframe->stain = NULL;
5703 skinframe->merged = NULL;
5704 skinframe->base = NULL;
5705 skinframe->pants = NULL;
5706 skinframe->shirt = NULL;
5707 skinframe->nmap = NULL;
5708 skinframe->gloss = NULL;
5709 skinframe->glow = NULL;
5710 skinframe->fog = NULL;
5711 skinframe->reflect = NULL;
5712 skinframe->hasalpha = false;
5714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5718 if (developer_loading.integer)
5719 Con_Printf("loading quake skin \"%s\"\n", name);
5721 // 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)
5722 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5723 memcpy(skinframe->qpixels, skindata, width*height);
5724 skinframe->qwidth = width;
5725 skinframe->qheight = height;
5728 for (i = 0;i < width * height;i++)
5729 featuresmask |= palette_featureflags[skindata[i]];
5731 skinframe->hasalpha = false;
5732 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5733 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5734 skinframe->qgeneratemerged = true;
5735 skinframe->qgeneratebase = skinframe->qhascolormapping;
5736 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5738 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5739 //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]);
5744 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5748 unsigned char *skindata;
5750 if (!skinframe->qpixels)
5753 if (!skinframe->qhascolormapping)
5754 colormapped = false;
5758 if (!skinframe->qgeneratebase)
5763 if (!skinframe->qgeneratemerged)
5767 width = skinframe->qwidth;
5768 height = skinframe->qheight;
5769 skindata = skinframe->qpixels;
5771 if (skinframe->qgeneratenmap)
5773 unsigned char *temp1, *temp2;
5774 skinframe->qgeneratenmap = false;
5775 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5776 temp2 = temp1 + width * height * 4;
5777 // use either a custom palette or the quake palette
5778 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5779 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5780 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5784 if (skinframe->qgenerateglow)
5786 skinframe->qgenerateglow = false;
5787 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5792 skinframe->qgeneratebase = false;
5793 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);
5794 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5795 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5799 skinframe->qgeneratemerged = false;
5800 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5803 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5805 Mem_Free(skinframe->qpixels);
5806 skinframe->qpixels = NULL;
5810 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5813 skinframe_t *skinframe;
5815 if (cls.state == ca_dedicated)
5818 // if already loaded just return it, otherwise make a new skinframe
5819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5820 if (skinframe && skinframe->base)
5823 skinframe->stain = NULL;
5824 skinframe->merged = NULL;
5825 skinframe->base = NULL;
5826 skinframe->pants = NULL;
5827 skinframe->shirt = NULL;
5828 skinframe->nmap = NULL;
5829 skinframe->gloss = NULL;
5830 skinframe->glow = NULL;
5831 skinframe->fog = NULL;
5832 skinframe->reflect = NULL;
5833 skinframe->hasalpha = false;
5835 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5839 if (developer_loading.integer)
5840 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5842 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5843 if (textureflags & TEXF_ALPHA)
5845 for (i = 0;i < width * height;i++)
5847 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5849 skinframe->hasalpha = true;
5853 if (r_loadfog && skinframe->hasalpha)
5854 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5857 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5858 //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]);
5863 skinframe_t *R_SkinFrame_LoadMissing(void)
5865 skinframe_t *skinframe;
5867 if (cls.state == ca_dedicated)
5870 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5871 skinframe->stain = NULL;
5872 skinframe->merged = NULL;
5873 skinframe->base = NULL;
5874 skinframe->pants = NULL;
5875 skinframe->shirt = NULL;
5876 skinframe->nmap = NULL;
5877 skinframe->gloss = NULL;
5878 skinframe->glow = NULL;
5879 skinframe->fog = NULL;
5880 skinframe->reflect = NULL;
5881 skinframe->hasalpha = false;
5883 skinframe->avgcolor[0] = rand() / RAND_MAX;
5884 skinframe->avgcolor[1] = rand() / RAND_MAX;
5885 skinframe->avgcolor[2] = rand() / RAND_MAX;
5886 skinframe->avgcolor[3] = 1;
5891 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5892 typedef struct suffixinfo_s
5895 qboolean flipx, flipy, flipdiagonal;
5898 static suffixinfo_t suffix[3][6] =
5901 {"px", false, false, false},
5902 {"nx", false, false, false},
5903 {"py", false, false, false},
5904 {"ny", false, false, false},
5905 {"pz", false, false, false},
5906 {"nz", false, false, false}
5909 {"posx", false, false, false},
5910 {"negx", false, false, false},
5911 {"posy", false, false, false},
5912 {"negy", false, false, false},
5913 {"posz", false, false, false},
5914 {"negz", false, false, false}
5917 {"rt", true, false, true},
5918 {"lf", false, true, true},
5919 {"ft", true, true, false},
5920 {"bk", false, false, false},
5921 {"up", true, false, true},
5922 {"dn", true, false, true}
5926 static int componentorder[4] = {0, 1, 2, 3};
5928 rtexture_t *R_LoadCubemap(const char *basename)
5930 int i, j, cubemapsize;
5931 unsigned char *cubemappixels, *image_buffer;
5932 rtexture_t *cubemaptexture;
5934 // must start 0 so the first loadimagepixels has no requested width/height
5936 cubemappixels = NULL;
5937 cubemaptexture = NULL;
5938 // keep trying different suffix groups (posx, px, rt) until one loads
5939 for (j = 0;j < 3 && !cubemappixels;j++)
5941 // load the 6 images in the suffix group
5942 for (i = 0;i < 6;i++)
5944 // generate an image name based on the base and and suffix
5945 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5947 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5949 // an image loaded, make sure width and height are equal
5950 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5952 // if this is the first image to load successfully, allocate the cubemap memory
5953 if (!cubemappixels && image_width >= 1)
5955 cubemapsize = image_width;
5956 // note this clears to black, so unavailable sides are black
5957 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5959 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5961 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5964 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5966 Mem_Free(image_buffer);
5970 // if a cubemap loaded, upload it
5973 if (developer_loading.integer)
5974 Con_Printf("loading cubemap \"%s\"\n", basename);
5976 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5977 Mem_Free(cubemappixels);
5981 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5982 if (developer_loading.integer)
5984 Con_Printf("(tried tried images ");
5985 for (j = 0;j < 3;j++)
5986 for (i = 0;i < 6;i++)
5987 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5988 Con_Print(" and was unable to find any of them).\n");
5991 return cubemaptexture;
5994 rtexture_t *R_GetCubemap(const char *basename)
5997 for (i = 0;i < r_texture_numcubemaps;i++)
5998 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5999 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6000 if (i >= MAX_CUBEMAPS)
6001 return r_texture_whitecube;
6002 r_texture_numcubemaps++;
6003 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6004 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6005 return r_texture_cubemaps[i].texture;
6008 void R_FreeCubemaps(void)
6011 for (i = 0;i < r_texture_numcubemaps;i++)
6013 if (developer_loading.integer)
6014 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6015 if (r_texture_cubemaps[i].texture)
6016 R_FreeTexture(r_texture_cubemaps[i].texture);
6018 r_texture_numcubemaps = 0;
6021 void R_Main_FreeViewCache(void)
6023 if (r_refdef.viewcache.entityvisible)
6024 Mem_Free(r_refdef.viewcache.entityvisible);
6025 if (r_refdef.viewcache.world_pvsbits)
6026 Mem_Free(r_refdef.viewcache.world_pvsbits);
6027 if (r_refdef.viewcache.world_leafvisible)
6028 Mem_Free(r_refdef.viewcache.world_leafvisible);
6029 if (r_refdef.viewcache.world_surfacevisible)
6030 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6031 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6034 void R_Main_ResizeViewCache(void)
6036 int numentities = r_refdef.scene.numentities;
6037 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6038 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6039 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6040 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6041 if (r_refdef.viewcache.maxentities < numentities)
6043 r_refdef.viewcache.maxentities = numentities;
6044 if (r_refdef.viewcache.entityvisible)
6045 Mem_Free(r_refdef.viewcache.entityvisible);
6046 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6048 if (r_refdef.viewcache.world_numclusters != numclusters)
6050 r_refdef.viewcache.world_numclusters = numclusters;
6051 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6052 if (r_refdef.viewcache.world_pvsbits)
6053 Mem_Free(r_refdef.viewcache.world_pvsbits);
6054 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6056 if (r_refdef.viewcache.world_numleafs != numleafs)
6058 r_refdef.viewcache.world_numleafs = numleafs;
6059 if (r_refdef.viewcache.world_leafvisible)
6060 Mem_Free(r_refdef.viewcache.world_leafvisible);
6061 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6063 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6065 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6066 if (r_refdef.viewcache.world_surfacevisible)
6067 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6068 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6072 extern rtexture_t *loadingscreentexture;
6073 void gl_main_start(void)
6075 loadingscreentexture = NULL;
6076 r_texture_blanknormalmap = NULL;
6077 r_texture_white = NULL;
6078 r_texture_grey128 = NULL;
6079 r_texture_black = NULL;
6080 r_texture_whitecube = NULL;
6081 r_texture_normalizationcube = NULL;
6082 r_texture_fogattenuation = NULL;
6083 r_texture_gammaramps = NULL;
6084 r_texture_numcubemaps = 0;
6086 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6087 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6089 switch(vid.renderpath)
6091 case RENDERPATH_GL20:
6092 case RENDERPATH_CGGL:
6093 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6094 Cvar_SetValueQuick(&gl_combine, 1);
6095 Cvar_SetValueQuick(&r_glsl, 1);
6096 r_loadnormalmap = true;
6100 case RENDERPATH_GL13:
6101 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6102 Cvar_SetValueQuick(&gl_combine, 1);
6103 Cvar_SetValueQuick(&r_glsl, 0);
6104 r_loadnormalmap = false;
6105 r_loadgloss = false;
6108 case RENDERPATH_GL11:
6109 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6110 Cvar_SetValueQuick(&gl_combine, 0);
6111 Cvar_SetValueQuick(&r_glsl, 0);
6112 r_loadnormalmap = false;
6113 r_loadgloss = false;
6119 R_FrameData_Reset();
6123 memset(r_queries, 0, sizeof(r_queries));
6125 r_qwskincache = NULL;
6126 r_qwskincache_size = 0;
6128 // set up r_skinframe loading system for textures
6129 memset(&r_skinframe, 0, sizeof(r_skinframe));
6130 r_skinframe.loadsequence = 1;
6131 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6133 r_main_texturepool = R_AllocTexturePool();
6134 R_BuildBlankTextures();
6136 if (vid.support.arb_texture_cube_map)
6139 R_BuildNormalizationCube();
6141 r_texture_fogattenuation = NULL;
6142 r_texture_gammaramps = NULL;
6143 //r_texture_fogintensity = NULL;
6144 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6145 memset(&r_waterstate, 0, sizeof(r_waterstate));
6146 r_glsl_permutation = NULL;
6147 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6148 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6149 glslshaderstring = NULL;
6151 r_cg_permutation = NULL;
6152 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6153 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6154 cgshaderstring = NULL;
6156 memset(&r_svbsp, 0, sizeof (r_svbsp));
6158 r_refdef.fogmasktable_density = 0;
6161 void gl_main_shutdown(void)
6164 R_FrameData_Reset();
6166 R_Main_FreeViewCache();
6169 qglDeleteQueriesARB(r_maxqueries, r_queries);
6173 memset(r_queries, 0, sizeof(r_queries));
6175 r_qwskincache = NULL;
6176 r_qwskincache_size = 0;
6178 // clear out the r_skinframe state
6179 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6180 memset(&r_skinframe, 0, sizeof(r_skinframe));
6183 Mem_Free(r_svbsp.nodes);
6184 memset(&r_svbsp, 0, sizeof (r_svbsp));
6185 R_FreeTexturePool(&r_main_texturepool);
6186 loadingscreentexture = NULL;
6187 r_texture_blanknormalmap = NULL;
6188 r_texture_white = NULL;
6189 r_texture_grey128 = NULL;
6190 r_texture_black = NULL;
6191 r_texture_whitecube = NULL;
6192 r_texture_normalizationcube = NULL;
6193 r_texture_fogattenuation = NULL;
6194 r_texture_gammaramps = NULL;
6195 r_texture_numcubemaps = 0;
6196 //r_texture_fogintensity = NULL;
6197 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6198 memset(&r_waterstate, 0, sizeof(r_waterstate));
6199 r_glsl_permutation = NULL;
6200 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6201 glslshaderstring = NULL;
6203 r_cg_permutation = NULL;
6204 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6205 cgshaderstring = NULL;
6210 extern void CL_ParseEntityLump(char *entitystring);
6211 void gl_main_newmap(void)
6213 // FIXME: move this code to client
6215 char *entities, entname[MAX_QPATH];
6217 Mem_Free(r_qwskincache);
6218 r_qwskincache = NULL;
6219 r_qwskincache_size = 0;
6222 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6223 l = (int)strlen(entname) - 4;
6224 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6226 memcpy(entname + l, ".ent", 5);
6227 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6229 CL_ParseEntityLump(entities);
6234 if (cl.worldmodel->brush.entities)
6235 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6237 R_Main_FreeViewCache();
6239 R_FrameData_Reset();
6242 void GL_Main_Init(void)
6244 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6246 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6247 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6248 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6249 if (gamemode == GAME_NEHAHRA)
6251 Cvar_RegisterVariable (&gl_fogenable);
6252 Cvar_RegisterVariable (&gl_fogdensity);
6253 Cvar_RegisterVariable (&gl_fogred);
6254 Cvar_RegisterVariable (&gl_foggreen);
6255 Cvar_RegisterVariable (&gl_fogblue);
6256 Cvar_RegisterVariable (&gl_fogstart);
6257 Cvar_RegisterVariable (&gl_fogend);
6258 Cvar_RegisterVariable (&gl_skyclip);
6260 Cvar_RegisterVariable(&r_motionblur);
6261 Cvar_RegisterVariable(&r_motionblur_maxblur);
6262 Cvar_RegisterVariable(&r_motionblur_bmin);
6263 Cvar_RegisterVariable(&r_motionblur_vmin);
6264 Cvar_RegisterVariable(&r_motionblur_vmax);
6265 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6266 Cvar_RegisterVariable(&r_motionblur_randomize);
6267 Cvar_RegisterVariable(&r_damageblur);
6268 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6269 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6270 Cvar_RegisterVariable(&r_equalize_entities_by);
6271 Cvar_RegisterVariable(&r_equalize_entities_to);
6272 Cvar_RegisterVariable(&r_depthfirst);
6273 Cvar_RegisterVariable(&r_useinfinitefarclip);
6274 Cvar_RegisterVariable(&r_farclip_base);
6275 Cvar_RegisterVariable(&r_farclip_world);
6276 Cvar_RegisterVariable(&r_nearclip);
6277 Cvar_RegisterVariable(&r_showbboxes);
6278 Cvar_RegisterVariable(&r_showsurfaces);
6279 Cvar_RegisterVariable(&r_showtris);
6280 Cvar_RegisterVariable(&r_shownormals);
6281 Cvar_RegisterVariable(&r_showlighting);
6282 Cvar_RegisterVariable(&r_showshadowvolumes);
6283 Cvar_RegisterVariable(&r_showcollisionbrushes);
6284 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6285 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6286 Cvar_RegisterVariable(&r_showdisabledepthtest);
6287 Cvar_RegisterVariable(&r_drawportals);
6288 Cvar_RegisterVariable(&r_drawentities);
6289 Cvar_RegisterVariable(&r_cullentities_trace);
6290 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6291 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6292 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6293 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6294 Cvar_RegisterVariable(&r_drawviewmodel);
6295 Cvar_RegisterVariable(&r_speeds);
6296 Cvar_RegisterVariable(&r_fullbrights);
6297 Cvar_RegisterVariable(&r_wateralpha);
6298 Cvar_RegisterVariable(&r_dynamic);
6299 Cvar_RegisterVariable(&r_fullbright);
6300 Cvar_RegisterVariable(&r_shadows);
6301 Cvar_RegisterVariable(&r_shadows_darken);
6302 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6303 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6304 Cvar_RegisterVariable(&r_shadows_throwdistance);
6305 Cvar_RegisterVariable(&r_shadows_throwdirection);
6306 Cvar_RegisterVariable(&r_shadows_focus);
6307 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6308 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6309 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6310 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6311 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6312 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6313 Cvar_RegisterVariable(&r_fog_exp2);
6314 Cvar_RegisterVariable(&r_drawfog);
6315 Cvar_RegisterVariable(&r_transparentdepthmasking);
6316 Cvar_RegisterVariable(&r_texture_dds_load);
6317 Cvar_RegisterVariable(&r_texture_dds_save);
6318 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6319 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6320 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6321 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6322 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6323 Cvar_RegisterVariable(&r_textureunits);
6324 Cvar_RegisterVariable(&gl_combine);
6325 Cvar_RegisterVariable(&r_glsl);
6326 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6327 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6328 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6329 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6330 Cvar_RegisterVariable(&r_glsl_postprocess);
6331 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6332 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6333 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6334 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6335 Cvar_RegisterVariable(&r_water);
6336 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6337 Cvar_RegisterVariable(&r_water_clippingplanebias);
6338 Cvar_RegisterVariable(&r_water_refractdistort);
6339 Cvar_RegisterVariable(&r_water_reflectdistort);
6340 Cvar_RegisterVariable(&r_lerpsprites);
6341 Cvar_RegisterVariable(&r_lerpmodels);
6342 Cvar_RegisterVariable(&r_lerplightstyles);
6343 Cvar_RegisterVariable(&r_waterscroll);
6344 Cvar_RegisterVariable(&r_bloom);
6345 Cvar_RegisterVariable(&r_bloom_colorscale);
6346 Cvar_RegisterVariable(&r_bloom_brighten);
6347 Cvar_RegisterVariable(&r_bloom_blur);
6348 Cvar_RegisterVariable(&r_bloom_resolution);
6349 Cvar_RegisterVariable(&r_bloom_colorexponent);
6350 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6351 Cvar_RegisterVariable(&r_hdr);
6352 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6353 Cvar_RegisterVariable(&r_hdr_glowintensity);
6354 Cvar_RegisterVariable(&r_hdr_range);
6355 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6356 Cvar_RegisterVariable(&developer_texturelogging);
6357 Cvar_RegisterVariable(&gl_lightmaps);
6358 Cvar_RegisterVariable(&r_test);
6359 Cvar_RegisterVariable(&r_batchmode);
6360 Cvar_RegisterVariable(&r_glsl_saturation);
6361 Cvar_RegisterVariable(&r_framedatasize);
6362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6363 Cvar_SetValue("r_fullbrights", 0);
6364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6366 Cvar_RegisterVariable(&r_track_sprites);
6367 Cvar_RegisterVariable(&r_track_sprites_flags);
6368 Cvar_RegisterVariable(&r_track_sprites_scalew);
6369 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6370 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6371 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6374 extern void R_Textures_Init(void);
6375 extern void GL_Draw_Init(void);
6376 extern void GL_Main_Init(void);
6377 extern void R_Shadow_Init(void);
6378 extern void R_Sky_Init(void);
6379 extern void GL_Surf_Init(void);
6380 extern void R_Particles_Init(void);
6381 extern void R_Explosion_Init(void);
6382 extern void gl_backend_init(void);
6383 extern void Sbar_Init(void);
6384 extern void R_LightningBeams_Init(void);
6385 extern void Mod_RenderInit(void);
6386 extern void Font_Init(void);
6388 void Render_Init(void)
6401 R_LightningBeams_Init();
6410 extern char *ENGINE_EXTENSIONS;
6413 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6414 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6415 gl_version = (const char *)qglGetString(GL_VERSION);
6416 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6420 if (!gl_platformextensions)
6421 gl_platformextensions = "";
6423 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6424 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6425 Con_Printf("GL_VERSION: %s\n", gl_version);
6426 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6427 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6429 VID_CheckExtensions();
6431 // LordHavoc: report supported extensions
6432 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6434 // clear to black (loading plaque will be seen over this)
6436 qglClearColor(0,0,0,1);CHECKGLERROR
6437 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6440 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6444 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6446 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6449 p = r_refdef.view.frustum + i;
6454 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6458 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6462 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6466 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6490 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6494 for (i = 0;i < numplanes;i++)
6501 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6505 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6509 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6513 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6537 //==================================================================================
6539 // LordHavoc: this stores temporary data used within the same frame
6541 qboolean r_framedata_failed;
6542 static size_t r_framedata_size;
6543 static size_t r_framedata_current;
6544 static void *r_framedata_base;
6546 void R_FrameData_Reset(void)
6548 if (r_framedata_base)
6549 Mem_Free(r_framedata_base);
6550 r_framedata_base = NULL;
6551 r_framedata_size = 0;
6552 r_framedata_current = 0;
6553 r_framedata_failed = false;
6556 void R_FrameData_NewFrame(void)
6559 if (r_framedata_failed)
6560 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6561 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6562 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6563 if (r_framedata_size != wantedsize)
6565 r_framedata_size = wantedsize;
6566 if (r_framedata_base)
6567 Mem_Free(r_framedata_base);
6568 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6570 r_framedata_current = 0;
6571 r_framedata_failed = false;
6574 void *R_FrameData_Alloc(size_t size)
6578 // align to 16 byte boundary
6579 size = (size + 15) & ~15;
6580 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6581 r_framedata_current += size;
6584 if (r_framedata_current > r_framedata_size)
6585 r_framedata_failed = true;
6587 // return NULL on everything after a failure
6588 if (r_framedata_failed)
6594 void *R_FrameData_Store(size_t size, void *data)
6596 void *d = R_FrameData_Alloc(size);
6598 memcpy(d, data, size);
6602 //==================================================================================
6604 // LordHavoc: animcache originally written by Echon, rewritten since then
6607 * Animation cache prevents re-generating mesh data for an animated model
6608 * multiple times in one frame for lighting, shadowing, reflections, etc.
6611 void R_AnimCache_Free(void)
6615 void R_AnimCache_ClearCache(void)
6618 entity_render_t *ent;
6620 for (i = 0;i < r_refdef.scene.numentities;i++)
6622 ent = r_refdef.scene.entities[i];
6623 ent->animcache_vertex3f = NULL;
6624 ent->animcache_normal3f = NULL;
6625 ent->animcache_svector3f = NULL;
6626 ent->animcache_tvector3f = NULL;
6630 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6632 dp_model_t *model = ent->model;
6634 // see if it's already cached this frame
6635 if (ent->animcache_vertex3f)
6637 // add normals/tangents if needed
6638 if (wantnormals || wanttangents)
6640 if (ent->animcache_normal3f)
6641 wantnormals = false;
6642 if (ent->animcache_svector3f)
6643 wanttangents = false;
6644 if (wantnormals || wanttangents)
6646 numvertices = model->surfmesh.num_vertices;
6648 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6651 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6652 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6654 if (!r_framedata_failed)
6655 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6661 // see if this ent is worth caching
6662 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6664 // get some memory for this entity and generate mesh data
6665 numvertices = model->surfmesh.num_vertices;
6666 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6668 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6671 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6672 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6674 if (!r_framedata_failed)
6675 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6677 return !r_framedata_failed;
6680 void R_AnimCache_CacheVisibleEntities(void)
6683 qboolean wantnormals = !r_showsurfaces.integer;
6684 qboolean wanttangents = !r_showsurfaces.integer;
6686 switch(vid.renderpath)
6688 case RENDERPATH_GL20:
6689 case RENDERPATH_CGGL:
6691 case RENDERPATH_GL13:
6692 case RENDERPATH_GL11:
6693 wanttangents = false;
6697 // TODO: thread this
6698 // NOTE: R_PrepareRTLights() also caches entities
6700 for (i = 0;i < r_refdef.scene.numentities;i++)
6701 if (r_refdef.viewcache.entityvisible[i])
6702 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6705 //==================================================================================
6707 static void R_View_UpdateEntityLighting (void)
6710 entity_render_t *ent;
6711 vec3_t tempdiffusenormal, avg;
6712 vec_t f, fa, fd, fdd;
6713 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6715 for (i = 0;i < r_refdef.scene.numentities;i++)
6717 ent = r_refdef.scene.entities[i];
6719 // skip unseen models
6720 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6724 if (ent->model && ent->model->brush.num_leafs)
6726 // TODO: use modellight for r_ambient settings on world?
6727 VectorSet(ent->modellight_ambient, 0, 0, 0);
6728 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6729 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6733 // fetch the lighting from the worldmodel data
6734 VectorClear(ent->modellight_ambient);
6735 VectorClear(ent->modellight_diffuse);
6736 VectorClear(tempdiffusenormal);
6737 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6740 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6741 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6742 if(ent->flags & RENDER_EQUALIZE)
6744 // first fix up ambient lighting...
6745 if(r_equalize_entities_minambient.value > 0)
6747 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6750 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6751 if(fa < r_equalize_entities_minambient.value * fd)
6754 // fa'/fd' = minambient
6755 // fa'+0.25*fd' = fa+0.25*fd
6757 // fa' = fd' * minambient
6758 // fd'*(0.25+minambient) = fa+0.25*fd
6760 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6761 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6763 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6764 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6765 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6766 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6771 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6773 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6774 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6777 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6778 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6779 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6785 VectorSet(ent->modellight_ambient, 1, 1, 1);
6787 // move the light direction into modelspace coordinates for lighting code
6788 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6789 if(VectorLength2(ent->modellight_lightdir) == 0)
6790 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6791 VectorNormalize(ent->modellight_lightdir);
6795 #define MAX_LINEOFSIGHTTRACES 64
6797 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6800 vec3_t boxmins, boxmaxs;
6803 dp_model_t *model = r_refdef.scene.worldmodel;
6805 if (!model || !model->brush.TraceLineOfSight)
6808 // expand the box a little
6809 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6810 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6811 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6812 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6813 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6814 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6816 // return true if eye is inside enlarged box
6817 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6821 VectorCopy(eye, start);
6822 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6823 if (model->brush.TraceLineOfSight(model, start, end))
6826 // try various random positions
6827 for (i = 0;i < numsamples;i++)
6829 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6830 if (model->brush.TraceLineOfSight(model, start, end))
6838 static void R_View_UpdateEntityVisible (void)
6843 entity_render_t *ent;
6845 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6846 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6847 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6848 : RENDER_EXTERIORMODEL;
6849 if (!r_drawviewmodel.integer)
6850 renderimask |= RENDER_VIEWMODEL;
6851 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6853 // worldmodel can check visibility
6854 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6855 for (i = 0;i < r_refdef.scene.numentities;i++)
6857 ent = r_refdef.scene.entities[i];
6858 if (!(ent->flags & renderimask))
6859 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)))
6860 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))
6861 r_refdef.viewcache.entityvisible[i] = true;
6863 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6865 for (i = 0;i < r_refdef.scene.numentities;i++)
6867 ent = r_refdef.scene.entities[i];
6868 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6870 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6872 continue; // temp entities do pvs only
6873 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6874 ent->last_trace_visibility = realtime;
6875 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6876 r_refdef.viewcache.entityvisible[i] = 0;
6883 // no worldmodel or it can't check visibility
6884 for (i = 0;i < r_refdef.scene.numentities;i++)
6886 ent = r_refdef.scene.entities[i];
6887 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
6892 /// only used if skyrendermasked, and normally returns false
6893 int R_DrawBrushModelsSky (void)
6896 entity_render_t *ent;
6899 for (i = 0;i < r_refdef.scene.numentities;i++)
6901 if (!r_refdef.viewcache.entityvisible[i])
6903 ent = r_refdef.scene.entities[i];
6904 if (!ent->model || !ent->model->DrawSky)
6906 ent->model->DrawSky(ent);
6912 static void R_DrawNoModel(entity_render_t *ent);
6913 static void R_DrawModels(void)
6916 entity_render_t *ent;
6918 for (i = 0;i < r_refdef.scene.numentities;i++)
6920 if (!r_refdef.viewcache.entityvisible[i])
6922 ent = r_refdef.scene.entities[i];
6923 r_refdef.stats.entities++;
6924 if (ent->model && ent->model->Draw != NULL)
6925 ent->model->Draw(ent);
6931 static void R_DrawModelsDepth(void)
6934 entity_render_t *ent;
6936 for (i = 0;i < r_refdef.scene.numentities;i++)
6938 if (!r_refdef.viewcache.entityvisible[i])
6940 ent = r_refdef.scene.entities[i];
6941 if (ent->model && ent->model->DrawDepth != NULL)
6942 ent->model->DrawDepth(ent);
6946 static void R_DrawModelsDebug(void)
6949 entity_render_t *ent;
6951 for (i = 0;i < r_refdef.scene.numentities;i++)
6953 if (!r_refdef.viewcache.entityvisible[i])
6955 ent = r_refdef.scene.entities[i];
6956 if (ent->model && ent->model->DrawDebug != NULL)
6957 ent->model->DrawDebug(ent);
6961 static void R_DrawModelsAddWaterPlanes(void)
6964 entity_render_t *ent;
6966 for (i = 0;i < r_refdef.scene.numentities;i++)
6968 if (!r_refdef.viewcache.entityvisible[i])
6970 ent = r_refdef.scene.entities[i];
6971 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6972 ent->model->DrawAddWaterPlanes(ent);
6976 static void R_View_SetFrustum(void)
6979 double slopex, slopey;
6980 vec3_t forward, left, up, origin;
6982 // we can't trust r_refdef.view.forward and friends in reflected scenes
6983 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6986 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6987 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6988 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6989 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6990 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6991 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6992 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6993 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6994 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6995 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6996 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6997 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7001 zNear = r_refdef.nearclip;
7002 nudge = 1.0 - 1.0 / (1<<23);
7003 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7004 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7005 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7006 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7007 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7008 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7009 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7010 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7016 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7017 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7018 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7019 r_refdef.view.frustum[0].dist = m[15] - m[12];
7021 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7022 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7023 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7024 r_refdef.view.frustum[1].dist = m[15] + m[12];
7026 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7027 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7028 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7029 r_refdef.view.frustum[2].dist = m[15] - m[13];
7031 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7032 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7033 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7034 r_refdef.view.frustum[3].dist = m[15] + m[13];
7036 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7037 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7038 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7039 r_refdef.view.frustum[4].dist = m[15] - m[14];
7041 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7042 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7043 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7044 r_refdef.view.frustum[5].dist = m[15] + m[14];
7047 if (r_refdef.view.useperspective)
7049 slopex = 1.0 / r_refdef.view.frustum_x;
7050 slopey = 1.0 / r_refdef.view.frustum_y;
7051 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7052 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7053 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7054 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7055 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7057 // Leaving those out was a mistake, those were in the old code, and they
7058 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7059 // I couldn't reproduce it after adding those normalizations. --blub
7060 VectorNormalize(r_refdef.view.frustum[0].normal);
7061 VectorNormalize(r_refdef.view.frustum[1].normal);
7062 VectorNormalize(r_refdef.view.frustum[2].normal);
7063 VectorNormalize(r_refdef.view.frustum[3].normal);
7065 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7066 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7067 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7068 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7069 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7071 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7072 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7073 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7074 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7075 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7079 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7080 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7081 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7082 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7083 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7084 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7085 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7086 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7087 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7088 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7090 r_refdef.view.numfrustumplanes = 5;
7092 if (r_refdef.view.useclipplane)
7094 r_refdef.view.numfrustumplanes = 6;
7095 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7098 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7099 PlaneClassify(r_refdef.view.frustum + i);
7101 // LordHavoc: note to all quake engine coders, Quake had a special case
7102 // for 90 degrees which assumed a square view (wrong), so I removed it,
7103 // Quake2 has it disabled as well.
7105 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7106 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7107 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7108 //PlaneClassify(&frustum[0]);
7110 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7111 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7112 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7113 //PlaneClassify(&frustum[1]);
7115 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7116 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7117 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7118 //PlaneClassify(&frustum[2]);
7120 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7121 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7122 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7123 //PlaneClassify(&frustum[3]);
7126 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7127 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7128 //PlaneClassify(&frustum[4]);
7131 void R_View_Update(void)
7133 R_Main_ResizeViewCache();
7134 R_View_SetFrustum();
7135 R_View_WorldVisibility(r_refdef.view.useclipplane);
7136 R_View_UpdateEntityVisible();
7137 R_View_UpdateEntityLighting();
7140 void R_SetupView(qboolean allowwaterclippingplane)
7142 const float *customclipplane = NULL;
7144 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7146 // LordHavoc: couldn't figure out how to make this approach the
7147 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7148 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7149 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7150 dist = r_refdef.view.clipplane.dist;
7151 plane[0] = r_refdef.view.clipplane.normal[0];
7152 plane[1] = r_refdef.view.clipplane.normal[1];
7153 plane[2] = r_refdef.view.clipplane.normal[2];
7155 customclipplane = plane;
7158 if (!r_refdef.view.useperspective)
7159 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
7160 else if (vid.stencil && r_useinfinitefarclip.integer)
7161 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
7163 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
7164 R_SetViewport(&r_refdef.view.viewport);
7167 void R_EntityMatrix(const matrix4x4_t *matrix)
7169 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7171 gl_modelmatrixchanged = false;
7172 gl_modelmatrix = *matrix;
7173 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7174 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7175 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7176 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7178 switch(vid.renderpath)
7180 case RENDERPATH_GL20:
7181 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7182 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7183 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7185 case RENDERPATH_CGGL:
7188 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7189 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7190 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7193 case RENDERPATH_GL13:
7194 case RENDERPATH_GL11:
7195 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7201 void R_ResetViewRendering2D(void)
7203 r_viewport_t viewport;
7206 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7207 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
7208 R_SetViewport(&viewport);
7209 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7210 GL_Color(1, 1, 1, 1);
7211 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7212 GL_BlendFunc(GL_ONE, GL_ZERO);
7213 GL_AlphaTest(false);
7214 GL_ScissorTest(false);
7215 GL_DepthMask(false);
7216 GL_DepthRange(0, 1);
7217 GL_DepthTest(false);
7218 R_EntityMatrix(&identitymatrix);
7219 R_Mesh_ResetTextureState();
7220 GL_PolygonOffset(0, 0);
7221 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7222 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7223 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7224 qglStencilMask(~0);CHECKGLERROR
7225 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7226 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7227 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7230 void R_ResetViewRendering3D(void)
7235 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7236 GL_Color(1, 1, 1, 1);
7237 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7238 GL_BlendFunc(GL_ONE, GL_ZERO);
7239 GL_AlphaTest(false);
7240 GL_ScissorTest(true);
7242 GL_DepthRange(0, 1);
7244 R_EntityMatrix(&identitymatrix);
7245 R_Mesh_ResetTextureState();
7246 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7247 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7248 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7249 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7250 qglStencilMask(~0);CHECKGLERROR
7251 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7252 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7253 GL_CullFace(r_refdef.view.cullface_back);
7256 void R_RenderScene(void);
7257 void R_RenderWaterPlanes(void);
7259 static void R_Water_StartFrame(void)
7262 int waterwidth, waterheight, texturewidth, textureheight;
7263 r_waterstate_waterplane_t *p;
7265 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7268 switch(vid.renderpath)
7270 case RENDERPATH_GL20:
7271 case RENDERPATH_CGGL:
7273 case RENDERPATH_GL13:
7274 case RENDERPATH_GL11:
7278 // set waterwidth and waterheight to the water resolution that will be
7279 // used (often less than the screen resolution for faster rendering)
7280 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7281 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7283 // calculate desired texture sizes
7284 // can't use water if the card does not support the texture size
7285 if (!r_water.integer || r_showsurfaces.integer)
7286 texturewidth = textureheight = waterwidth = waterheight = 0;
7287 else if (vid.support.arb_texture_non_power_of_two)
7289 texturewidth = waterwidth;
7290 textureheight = waterheight;
7294 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7295 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7298 // allocate textures as needed
7299 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7301 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7302 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7304 if (p->texture_refraction)
7305 R_FreeTexture(p->texture_refraction);
7306 p->texture_refraction = NULL;
7307 if (p->texture_reflection)
7308 R_FreeTexture(p->texture_reflection);
7309 p->texture_reflection = NULL;
7311 memset(&r_waterstate, 0, sizeof(r_waterstate));
7312 r_waterstate.texturewidth = texturewidth;
7313 r_waterstate.textureheight = textureheight;
7316 if (r_waterstate.texturewidth)
7318 r_waterstate.enabled = true;
7320 // when doing a reduced render (HDR) we want to use a smaller area
7321 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7322 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7324 // set up variables that will be used in shader setup
7325 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7326 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7327 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7328 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7331 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7332 r_waterstate.numwaterplanes = 0;
7335 void R_Water_AddWaterPlane(msurface_t *surface)
7337 int triangleindex, planeindex;
7343 r_waterstate_waterplane_t *p;
7344 texture_t *t = R_GetCurrentTexture(surface->texture);
7345 // just use the first triangle with a valid normal for any decisions
7346 VectorClear(normal);
7347 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7349 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7350 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7351 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7352 TriangleNormal(vert[0], vert[1], vert[2], normal);
7353 if (VectorLength2(normal) >= 0.001)
7357 VectorCopy(normal, plane.normal);
7358 VectorNormalize(plane.normal);
7359 plane.dist = DotProduct(vert[0], plane.normal);
7360 PlaneClassify(&plane);
7361 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7363 // skip backfaces (except if nocullface is set)
7364 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7366 VectorNegate(plane.normal, plane.normal);
7368 PlaneClassify(&plane);
7372 // find a matching plane if there is one
7373 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7374 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7376 if (planeindex >= r_waterstate.maxwaterplanes)
7377 return; // nothing we can do, out of planes
7379 // if this triangle does not fit any known plane rendered this frame, add one
7380 if (planeindex >= r_waterstate.numwaterplanes)
7382 // store the new plane
7383 r_waterstate.numwaterplanes++;
7385 // clear materialflags and pvs
7386 p->materialflags = 0;
7387 p->pvsvalid = false;
7389 // merge this surface's materialflags into the waterplane
7390 p->materialflags |= t->currentmaterialflags;
7391 // merge this surface's PVS into the waterplane
7392 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7393 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7394 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7396 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7401 static void R_Water_ProcessPlanes(void)
7403 r_refdef_view_t originalview;
7404 r_refdef_view_t myview;
7406 r_waterstate_waterplane_t *p;
7408 originalview = r_refdef.view;
7410 // make sure enough textures are allocated
7411 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7413 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7415 if (!p->texture_refraction)
7416 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);
7417 if (!p->texture_refraction)
7421 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7423 if (!p->texture_reflection)
7424 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);
7425 if (!p->texture_reflection)
7431 r_refdef.view = originalview;
7432 r_refdef.view.showdebug = false;
7433 r_refdef.view.width = r_waterstate.waterwidth;
7434 r_refdef.view.height = r_waterstate.waterheight;
7435 r_refdef.view.useclipplane = true;
7436 myview = r_refdef.view;
7437 r_waterstate.renderingscene = true;
7438 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7440 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7442 r_refdef.view = myview;
7443 // render reflected scene and copy into texture
7444 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7445 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7446 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7447 r_refdef.view.clipplane = p->plane;
7448 // reverse the cullface settings for this render
7449 r_refdef.view.cullface_front = GL_FRONT;
7450 r_refdef.view.cullface_back = GL_BACK;
7451 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7453 r_refdef.view.usecustompvs = true;
7455 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7457 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7460 R_ResetViewRendering3D();
7461 R_ClearScreen(r_refdef.fogenabled);
7465 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7468 // render the normal view scene and copy into texture
7469 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
7470 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7472 r_waterstate.renderingrefraction = true;
7473 r_refdef.view = myview;
7474 r_refdef.view.clipplane = p->plane;
7475 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7476 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7477 PlaneClassify(&r_refdef.view.clipplane);
7479 R_ResetViewRendering3D();
7480 R_ClearScreen(r_refdef.fogenabled);
7484 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7485 r_waterstate.renderingrefraction = false;
7489 r_waterstate.renderingscene = false;
7490 r_refdef.view = originalview;
7491 R_ResetViewRendering3D();
7492 R_ClearScreen(r_refdef.fogenabled);
7496 r_refdef.view = originalview;
7497 r_waterstate.renderingscene = false;
7498 Cvar_SetValueQuick(&r_water, 0);
7499 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7503 void R_Bloom_StartFrame(void)
7505 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7507 switch(vid.renderpath)
7509 case RENDERPATH_GL20:
7510 case RENDERPATH_CGGL:
7512 case RENDERPATH_GL13:
7513 case RENDERPATH_GL11:
7517 // set bloomwidth and bloomheight to the bloom resolution that will be
7518 // used (often less than the screen resolution for faster rendering)
7519 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7520 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7521 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7522 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7523 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7525 // calculate desired texture sizes
7526 if (vid.support.arb_texture_non_power_of_two)
7528 screentexturewidth = r_refdef.view.width;
7529 screentextureheight = r_refdef.view.height;
7530 bloomtexturewidth = r_bloomstate.bloomwidth;
7531 bloomtextureheight = r_bloomstate.bloomheight;
7535 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7536 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7537 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7538 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7541 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
7543 Cvar_SetValueQuick(&r_hdr, 0);
7544 Cvar_SetValueQuick(&r_bloom, 0);
7545 Cvar_SetValueQuick(&r_motionblur, 0);
7546 Cvar_SetValueQuick(&r_damageblur, 0);
7549 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
7550 screentexturewidth = screentextureheight = 0;
7551 if (!r_hdr.integer && !r_bloom.integer)
7552 bloomtexturewidth = bloomtextureheight = 0;
7554 // allocate textures as needed
7555 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7557 if (r_bloomstate.texture_screen)
7558 R_FreeTexture(r_bloomstate.texture_screen);
7559 r_bloomstate.texture_screen = NULL;
7560 r_bloomstate.screentexturewidth = screentexturewidth;
7561 r_bloomstate.screentextureheight = screentextureheight;
7562 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7563 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7565 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7567 if (r_bloomstate.texture_bloom)
7568 R_FreeTexture(r_bloomstate.texture_bloom);
7569 r_bloomstate.texture_bloom = NULL;
7570 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7571 r_bloomstate.bloomtextureheight = bloomtextureheight;
7572 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7573 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7576 // when doing a reduced render (HDR) we want to use a smaller area
7577 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7578 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7579 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7580 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7581 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7583 // set up a texcoord array for the full resolution screen image
7584 // (we have to keep this around to copy back during final render)
7585 r_bloomstate.screentexcoord2f[0] = 0;
7586 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7587 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7588 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7589 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7590 r_bloomstate.screentexcoord2f[5] = 0;
7591 r_bloomstate.screentexcoord2f[6] = 0;
7592 r_bloomstate.screentexcoord2f[7] = 0;
7594 // set up a texcoord array for the reduced resolution bloom image
7595 // (which will be additive blended over the screen image)
7596 r_bloomstate.bloomtexcoord2f[0] = 0;
7597 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7598 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7599 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7600 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7601 r_bloomstate.bloomtexcoord2f[5] = 0;
7602 r_bloomstate.bloomtexcoord2f[6] = 0;
7603 r_bloomstate.bloomtexcoord2f[7] = 0;
7605 if (r_hdr.integer || r_bloom.integer)
7607 r_bloomstate.enabled = true;
7608 r_bloomstate.hdr = r_hdr.integer != 0;
7611 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7614 void R_Bloom_CopyBloomTexture(float colorscale)
7616 r_refdef.stats.bloom++;
7618 // scale down screen texture to the bloom texture size
7620 R_SetViewport(&r_bloomstate.viewport);
7621 GL_BlendFunc(GL_ONE, GL_ZERO);
7622 GL_Color(colorscale, colorscale, colorscale, 1);
7623 // TODO: optimize with multitexture or GLSL
7624 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7625 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7626 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7627 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7629 // we now have a bloom image in the framebuffer
7630 // copy it into the bloom image texture for later processing
7631 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);
7632 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7635 void R_Bloom_CopyHDRTexture(void)
7637 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7638 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7641 void R_Bloom_MakeTexture(void)
7644 float xoffset, yoffset, r, brighten;
7646 r_refdef.stats.bloom++;
7648 R_ResetViewRendering2D();
7649 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7650 R_Mesh_ColorPointer(NULL, 0, 0);
7652 // we have a bloom image in the framebuffer
7654 R_SetViewport(&r_bloomstate.viewport);
7656 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7659 r = bound(0, r_bloom_colorexponent.value / x, 1);
7660 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7661 GL_Color(r, r, r, 1);
7662 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7663 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7664 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7665 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7667 // copy the vertically blurred bloom view to a texture
7668 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);
7669 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7672 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7673 brighten = r_bloom_brighten.value;
7675 brighten *= r_hdr_range.value;
7676 brighten = sqrt(brighten);
7678 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7679 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7680 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7682 for (dir = 0;dir < 2;dir++)
7684 // blend on at multiple vertical offsets to achieve a vertical blur
7685 // TODO: do offset blends using GLSL
7686 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7687 GL_BlendFunc(GL_ONE, GL_ZERO);
7688 for (x = -range;x <= range;x++)
7690 if (!dir){xoffset = 0;yoffset = x;}
7691 else {xoffset = x;yoffset = 0;}
7692 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7693 yoffset /= (float)r_bloomstate.bloomtextureheight;
7694 // compute a texcoord array with the specified x and y offset
7695 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7696 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7697 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7698 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7699 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7700 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7701 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7702 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7703 // this r value looks like a 'dot' particle, fading sharply to
7704 // black at the edges
7705 // (probably not realistic but looks good enough)
7706 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7707 //r = brighten/(range*2+1);
7708 r = brighten / (range * 2 + 1);
7710 r *= (1 - x*x/(float)(range*range));
7711 GL_Color(r, r, r, 1);
7712 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7713 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7714 GL_BlendFunc(GL_ONE, GL_ONE);
7717 // copy the vertically blurred bloom view to a texture
7718 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);
7719 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7722 // apply subtract last
7723 // (just like it would be in a GLSL shader)
7724 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7726 GL_BlendFunc(GL_ONE, GL_ZERO);
7727 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7728 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7729 GL_Color(1, 1, 1, 1);
7730 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7731 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7733 GL_BlendFunc(GL_ONE, GL_ONE);
7734 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7735 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7736 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7737 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7738 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7739 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7740 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7742 // copy the darkened bloom view to a texture
7743 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);
7744 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7748 void R_HDR_RenderBloomTexture(void)
7750 int oldwidth, oldheight;
7751 float oldcolorscale;
7753 oldcolorscale = r_refdef.view.colorscale;
7754 oldwidth = r_refdef.view.width;
7755 oldheight = r_refdef.view.height;
7756 r_refdef.view.width = r_bloomstate.bloomwidth;
7757 r_refdef.view.height = r_bloomstate.bloomheight;
7759 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7760 // TODO: add exposure compensation features
7761 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7763 r_refdef.view.showdebug = false;
7764 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7766 R_ResetViewRendering3D();
7768 R_ClearScreen(r_refdef.fogenabled);
7769 if (r_timereport_active)
7770 R_TimeReport("HDRclear");
7773 if (r_timereport_active)
7774 R_TimeReport("visibility");
7776 // only do secondary renders with HDR if r_hdr is 2 or higher
7777 r_waterstate.numwaterplanes = 0;
7778 if (r_waterstate.enabled && r_hdr.integer >= 2)
7779 R_RenderWaterPlanes();
7781 r_refdef.view.showdebug = true;
7783 r_waterstate.numwaterplanes = 0;
7785 R_ResetViewRendering2D();
7787 R_Bloom_CopyHDRTexture();
7788 R_Bloom_MakeTexture();
7790 // restore the view settings
7791 r_refdef.view.width = oldwidth;
7792 r_refdef.view.height = oldheight;
7793 r_refdef.view.colorscale = oldcolorscale;
7795 R_ResetViewRendering3D();
7797 R_ClearScreen(r_refdef.fogenabled);
7798 if (r_timereport_active)
7799 R_TimeReport("viewclear");
7802 static void R_BlendView(void)
7804 unsigned int permutation;
7805 float uservecs[4][4];
7807 switch (vid.renderpath)
7809 case RENDERPATH_GL20:
7810 case RENDERPATH_CGGL:
7812 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7813 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7814 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7815 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7816 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7818 if (r_bloomstate.texture_screen)
7820 // make sure the buffer is available
7821 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7823 R_ResetViewRendering2D();
7824 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7825 R_Mesh_ColorPointer(NULL, 0, 0);
7827 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7829 // declare variables
7831 static float avgspeed;
7833 speed = VectorLength(cl.movement_velocity);
7835 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7836 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7838 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7839 speed = bound(0, speed, 1);
7840 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7842 // calculate values into a standard alpha
7843 cl.motionbluralpha = 1 - exp(-
7845 (r_motionblur.value * speed / 80)
7847 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7850 max(0.0001, cl.time - cl.oldtime) // fps independent
7853 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7854 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7856 if (cl.motionbluralpha > 0)
7858 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7859 GL_Color(1, 1, 1, cl.motionbluralpha);
7860 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7861 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7862 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7863 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7867 // copy view into the screen texture
7868 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7869 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7871 else if (!r_bloomstate.texture_bloom)
7873 // we may still have to do view tint...
7874 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7876 // apply a color tint to the whole view
7877 R_ResetViewRendering2D();
7878 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7879 R_Mesh_ColorPointer(NULL, 0, 0);
7880 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7881 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7882 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7883 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7885 break; // no screen processing, no bloom, skip it
7888 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7890 // render simple bloom effect
7891 // copy the screen and shrink it and darken it for the bloom process
7892 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7893 // make the bloom texture
7894 R_Bloom_MakeTexture();
7897 #if _MSC_VER >= 1400
7898 #define sscanf sscanf_s
7900 memset(uservecs, 0, sizeof(uservecs));
7901 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7902 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7903 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7904 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7906 R_ResetViewRendering2D();
7907 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7908 R_Mesh_ColorPointer(NULL, 0, 0);
7909 GL_Color(1, 1, 1, 1);
7910 GL_BlendFunc(GL_ONE, GL_ZERO);
7911 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7912 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7914 switch(vid.renderpath)
7916 case RENDERPATH_GL20:
7917 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7918 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7919 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7920 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7921 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7922 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7923 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
7924 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
7925 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
7926 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]);
7927 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7928 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7930 case RENDERPATH_CGGL:
7932 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7933 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7934 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7935 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7936 if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
7937 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7938 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
7939 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
7940 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
7941 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
7942 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7943 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7949 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7950 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7952 case RENDERPATH_GL13:
7953 case RENDERPATH_GL11:
7954 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7956 // apply a color tint to the whole view
7957 R_ResetViewRendering2D();
7958 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7959 R_Mesh_ColorPointer(NULL, 0, 0);
7960 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7961 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7962 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7963 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7969 matrix4x4_t r_waterscrollmatrix;
7971 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7973 if (r_refdef.fog_density)
7975 r_refdef.fogcolor[0] = r_refdef.fog_red;
7976 r_refdef.fogcolor[1] = r_refdef.fog_green;
7977 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7979 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7980 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7981 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7982 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7986 VectorCopy(r_refdef.fogcolor, fogvec);
7987 // color.rgb *= ContrastBoost * SceneBrightness;
7988 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7989 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7990 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7991 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7996 void R_UpdateVariables(void)
8000 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8002 r_refdef.farclip = r_farclip_base.value;
8003 if (r_refdef.scene.worldmodel)
8004 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8005 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8007 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8008 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8009 r_refdef.polygonfactor = 0;
8010 r_refdef.polygonoffset = 0;
8011 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8012 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8014 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8015 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8016 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8017 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8018 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8019 if (r_showsurfaces.integer)
8021 r_refdef.scene.rtworld = false;
8022 r_refdef.scene.rtworldshadows = false;
8023 r_refdef.scene.rtdlight = false;
8024 r_refdef.scene.rtdlightshadows = false;
8025 r_refdef.lightmapintensity = 0;
8028 if (gamemode == GAME_NEHAHRA)
8030 if (gl_fogenable.integer)
8032 r_refdef.oldgl_fogenable = true;
8033 r_refdef.fog_density = gl_fogdensity.value;
8034 r_refdef.fog_red = gl_fogred.value;
8035 r_refdef.fog_green = gl_foggreen.value;
8036 r_refdef.fog_blue = gl_fogblue.value;
8037 r_refdef.fog_alpha = 1;
8038 r_refdef.fog_start = 0;
8039 r_refdef.fog_end = gl_skyclip.value;
8040 r_refdef.fog_height = 1<<30;
8041 r_refdef.fog_fadedepth = 128;
8043 else if (r_refdef.oldgl_fogenable)
8045 r_refdef.oldgl_fogenable = false;
8046 r_refdef.fog_density = 0;
8047 r_refdef.fog_red = 0;
8048 r_refdef.fog_green = 0;
8049 r_refdef.fog_blue = 0;
8050 r_refdef.fog_alpha = 0;
8051 r_refdef.fog_start = 0;
8052 r_refdef.fog_end = 0;
8053 r_refdef.fog_height = 1<<30;
8054 r_refdef.fog_fadedepth = 128;
8058 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8059 r_refdef.fog_start = max(0, r_refdef.fog_start);
8060 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8062 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8064 if (r_refdef.fog_density && r_drawfog.integer)
8066 r_refdef.fogenabled = true;
8067 // this is the point where the fog reaches 0.9986 alpha, which we
8068 // consider a good enough cutoff point for the texture
8069 // (0.9986 * 256 == 255.6)
8070 if (r_fog_exp2.integer)
8071 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8073 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8074 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8075 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8076 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8077 // fog color was already set
8078 // update the fog texture
8079 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
8080 R_BuildFogTexture();
8083 r_refdef.fogenabled = false;
8085 switch(vid.renderpath)
8087 case RENDERPATH_GL20:
8088 case RENDERPATH_CGGL:
8089 if(v_glslgamma.integer && !vid_gammatables_trivial)
8091 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8093 // build GLSL gamma texture
8094 #define RAMPWIDTH 256
8095 unsigned short ramp[RAMPWIDTH * 3];
8096 unsigned char rampbgr[RAMPWIDTH][4];
8099 r_texture_gammaramps_serial = vid_gammatables_serial;
8101 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8102 for(i = 0; i < RAMPWIDTH; ++i)
8104 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8105 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8106 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8109 if (r_texture_gammaramps)
8111 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8115 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);
8121 // remove GLSL gamma texture
8124 case RENDERPATH_GL13:
8125 case RENDERPATH_GL11:
8130 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8131 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8137 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8138 if( scenetype != r_currentscenetype ) {
8139 // store the old scenetype
8140 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8141 r_currentscenetype = scenetype;
8142 // move in the new scene
8143 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8152 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8154 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8155 if( scenetype == r_currentscenetype ) {
8156 return &r_refdef.scene;
8158 return &r_scenes_store[ scenetype ];
8167 void R_RenderView(void)
8169 if (r_timereport_active)
8170 R_TimeReport("start");
8171 r_textureframe++; // used only by R_GetCurrentTexture
8172 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8174 if (!r_drawentities.integer)
8175 r_refdef.scene.numentities = 0;
8177 R_AnimCache_ClearCache();
8178 R_FrameData_NewFrame();
8180 if (r_refdef.view.isoverlay)
8182 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8183 GL_Clear( GL_DEPTH_BUFFER_BIT );
8184 R_TimeReport("depthclear");
8186 r_refdef.view.showdebug = false;
8188 r_waterstate.enabled = false;
8189 r_waterstate.numwaterplanes = 0;
8197 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8198 return; //Host_Error ("R_RenderView: NULL worldmodel");
8200 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8202 // break apart the view matrix into vectors for various purposes
8203 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8204 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8205 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8206 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8207 // make an inverted copy of the view matrix for tracking sprites
8208 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8210 R_Shadow_UpdateWorldLightSelection();
8212 R_Bloom_StartFrame();
8213 R_Water_StartFrame();
8216 if (r_timereport_active)
8217 R_TimeReport("viewsetup");
8219 R_ResetViewRendering3D();
8221 if (r_refdef.view.clear || r_refdef.fogenabled)
8223 R_ClearScreen(r_refdef.fogenabled);
8224 if (r_timereport_active)
8225 R_TimeReport("viewclear");
8227 r_refdef.view.clear = true;
8229 // this produces a bloom texture to be used in R_BlendView() later
8230 if (r_hdr.integer && r_bloomstate.bloomwidth)
8232 R_HDR_RenderBloomTexture();
8233 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8234 r_textureframe++; // used only by R_GetCurrentTexture
8237 r_refdef.view.showdebug = true;
8240 if (r_timereport_active)
8241 R_TimeReport("visibility");
8243 r_waterstate.numwaterplanes = 0;
8244 if (r_waterstate.enabled)
8245 R_RenderWaterPlanes();
8248 r_waterstate.numwaterplanes = 0;
8251 if (r_timereport_active)
8252 R_TimeReport("blendview");
8254 GL_Scissor(0, 0, vid.width, vid.height);
8255 GL_ScissorTest(false);
8259 void R_RenderWaterPlanes(void)
8261 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8263 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8264 if (r_timereport_active)
8265 R_TimeReport("waterworld");
8268 // don't let sound skip if going slow
8269 if (r_refdef.scene.extraupdate)
8272 R_DrawModelsAddWaterPlanes();
8273 if (r_timereport_active)
8274 R_TimeReport("watermodels");
8276 if (r_waterstate.numwaterplanes)
8278 R_Water_ProcessPlanes();
8279 if (r_timereport_active)
8280 R_TimeReport("waterscenes");
8284 extern void R_DrawLightningBeams (void);
8285 extern void VM_CL_AddPolygonsToMeshQueue (void);
8286 extern void R_DrawPortals (void);
8287 extern cvar_t cl_locs_show;
8288 static void R_DrawLocs(void);
8289 static void R_DrawEntityBBoxes(void);
8290 static void R_DrawModelDecals(void);
8291 extern void R_DrawModelShadows(void);
8292 extern void R_DrawModelShadowMaps(void);
8293 extern cvar_t cl_decals_newsystem;
8294 extern qboolean r_shadow_usingdeferredprepass;
8295 void R_RenderScene(void)
8297 qboolean shadowmapping = false;
8299 r_refdef.stats.renders++;
8303 // don't let sound skip if going slow
8304 if (r_refdef.scene.extraupdate)
8307 R_MeshQueue_BeginScene();
8311 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
8313 if (cl.csqc_vidvars.drawworld)
8315 // don't let sound skip if going slow
8316 if (r_refdef.scene.extraupdate)
8319 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8321 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8322 if (r_timereport_active)
8323 R_TimeReport("worldsky");
8326 if (R_DrawBrushModelsSky() && r_timereport_active)
8327 R_TimeReport("bmodelsky");
8329 if (skyrendermasked && skyrenderlater)
8331 // we have to force off the water clipping plane while rendering sky
8335 if (r_timereport_active)
8336 R_TimeReport("sky");
8340 R_AnimCache_CacheVisibleEntities();
8341 if (r_timereport_active)
8342 R_TimeReport("animation");
8344 R_Shadow_PrepareLights();
8345 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8346 R_Shadow_PrepareModelShadows();
8347 if (r_timereport_active)
8348 R_TimeReport("preparelights");
8350 if (R_Shadow_ShadowMappingEnabled())
8351 shadowmapping = true;
8353 if (r_shadow_usingdeferredprepass)
8354 R_Shadow_DrawPrepass();
8356 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8358 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8359 if (r_timereport_active)
8360 R_TimeReport("worlddepth");
8362 if (r_depthfirst.integer >= 2)
8364 R_DrawModelsDepth();
8365 if (r_timereport_active)
8366 R_TimeReport("modeldepth");
8369 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8371 R_DrawModelShadowMaps();
8372 R_ResetViewRendering3D();
8373 // don't let sound skip if going slow
8374 if (r_refdef.scene.extraupdate)
8378 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8380 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8381 if (r_timereport_active)
8382 R_TimeReport("world");
8385 // don't let sound skip if going slow
8386 if (r_refdef.scene.extraupdate)
8390 if (r_timereport_active)
8391 R_TimeReport("models");
8393 // don't let sound skip if going slow
8394 if (r_refdef.scene.extraupdate)
8397 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8399 R_DrawModelShadows();
8400 R_ResetViewRendering3D();
8401 // don't let sound skip if going slow
8402 if (r_refdef.scene.extraupdate)
8406 if (!r_shadow_usingdeferredprepass)
8408 R_Shadow_DrawLights();
8409 if (r_timereport_active)
8410 R_TimeReport("rtlights");
8413 // don't let sound skip if going slow
8414 if (r_refdef.scene.extraupdate)
8417 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8419 R_DrawModelShadows();
8420 R_ResetViewRendering3D();
8421 // don't let sound skip if going slow
8422 if (r_refdef.scene.extraupdate)
8426 if (cl.csqc_vidvars.drawworld)
8428 if (cl_decals_newsystem.integer)
8430 R_DrawModelDecals();
8431 if (r_timereport_active)
8432 R_TimeReport("modeldecals");
8437 if (r_timereport_active)
8438 R_TimeReport("decals");
8442 if (r_timereport_active)
8443 R_TimeReport("particles");
8446 if (r_timereport_active)
8447 R_TimeReport("explosions");
8449 R_DrawLightningBeams();
8450 if (r_timereport_active)
8451 R_TimeReport("lightning");
8454 VM_CL_AddPolygonsToMeshQueue();
8456 if (r_refdef.view.showdebug)
8458 if (cl_locs_show.integer)
8461 if (r_timereport_active)
8462 R_TimeReport("showlocs");
8465 if (r_drawportals.integer)
8468 if (r_timereport_active)
8469 R_TimeReport("portals");
8472 if (r_showbboxes.value > 0)
8474 R_DrawEntityBBoxes();
8475 if (r_timereport_active)
8476 R_TimeReport("bboxes");
8480 R_MeshQueue_RenderTransparent();
8481 if (r_timereport_active)
8482 R_TimeReport("drawtrans");
8484 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8486 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8487 if (r_timereport_active)
8488 R_TimeReport("worlddebug");
8489 R_DrawModelsDebug();
8490 if (r_timereport_active)
8491 R_TimeReport("modeldebug");
8494 if (cl.csqc_vidvars.drawworld)
8496 R_Shadow_DrawCoronas();
8497 if (r_timereport_active)
8498 R_TimeReport("coronas");
8501 // don't let sound skip if going slow
8502 if (r_refdef.scene.extraupdate)
8505 R_ResetViewRendering2D();
8508 static const unsigned short bboxelements[36] =
8518 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8521 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8523 RSurf_ActiveWorldEntity();
8525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8526 GL_DepthMask(false);
8527 GL_DepthRange(0, 1);
8528 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8529 R_Mesh_ResetTextureState();
8531 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8532 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8533 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8534 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8535 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8536 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8537 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8538 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8539 R_FillColors(color4f, 8, cr, cg, cb, ca);
8540 if (r_refdef.fogenabled)
8542 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8544 f1 = RSurf_FogVertex(v);
8546 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8547 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8548 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8551 R_Mesh_VertexPointer(vertex3f, 0, 0);
8552 R_Mesh_ColorPointer(color4f, 0, 0);
8553 R_Mesh_ResetTextureState();
8554 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8555 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8558 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8562 prvm_edict_t *edict;
8563 prvm_prog_t *prog_save = prog;
8565 // this function draws bounding boxes of server entities
8569 GL_CullFace(GL_NONE);
8570 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8574 for (i = 0;i < numsurfaces;i++)
8576 edict = PRVM_EDICT_NUM(surfacelist[i]);
8577 switch ((int)edict->fields.server->solid)
8579 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8580 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8581 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8582 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8583 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8584 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8586 color[3] *= r_showbboxes.value;
8587 color[3] = bound(0, color[3], 1);
8588 GL_DepthTest(!r_showdisabledepthtest.integer);
8589 GL_CullFace(r_refdef.view.cullface_front);
8590 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8596 static void R_DrawEntityBBoxes(void)
8599 prvm_edict_t *edict;
8601 prvm_prog_t *prog_save = prog;
8603 // this function draws bounding boxes of server entities
8609 for (i = 0;i < prog->num_edicts;i++)
8611 edict = PRVM_EDICT_NUM(i);
8612 if (edict->priv.server->free)
8614 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8615 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8617 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8619 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8620 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8626 static const int nomodelelement3i[24] =
8638 static const unsigned short nomodelelement3s[24] =
8650 static const float nomodelvertex3f[6*3] =
8660 static const float nomodelcolor4f[6*4] =
8662 0.0f, 0.0f, 0.5f, 1.0f,
8663 0.0f, 0.0f, 0.5f, 1.0f,
8664 0.0f, 0.5f, 0.0f, 1.0f,
8665 0.0f, 0.5f, 0.0f, 1.0f,
8666 0.5f, 0.0f, 0.0f, 1.0f,
8667 0.5f, 0.0f, 0.0f, 1.0f
8670 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8676 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8678 // this is only called once per entity so numsurfaces is always 1, and
8679 // surfacelist is always {0}, so this code does not handle batches
8681 if (rsurface.ent_flags & RENDER_ADDITIVE)
8683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8684 GL_DepthMask(false);
8686 else if (rsurface.colormod[3] < 1)
8688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8689 GL_DepthMask(false);
8693 GL_BlendFunc(GL_ONE, GL_ZERO);
8696 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8697 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8698 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8699 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8700 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8701 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8702 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8703 R_Mesh_ColorPointer(color4f, 0, 0);
8704 for (i = 0, c = color4f;i < 6;i++, c += 4)
8706 c[0] *= rsurface.colormod[0];
8707 c[1] *= rsurface.colormod[1];
8708 c[2] *= rsurface.colormod[2];
8709 c[3] *= rsurface.colormod[3];
8711 if (r_refdef.fogenabled)
8713 for (i = 0, c = color4f;i < 6;i++, c += 4)
8715 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8717 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8718 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8719 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8722 R_Mesh_ResetTextureState();
8723 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8726 void R_DrawNoModel(entity_render_t *ent)
8729 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8730 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8731 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8733 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8736 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8738 vec3_t right1, right2, diff, normal;
8740 VectorSubtract (org2, org1, normal);
8742 // calculate 'right' vector for start
8743 VectorSubtract (r_refdef.view.origin, org1, diff);
8744 CrossProduct (normal, diff, right1);
8745 VectorNormalize (right1);
8747 // calculate 'right' vector for end
8748 VectorSubtract (r_refdef.view.origin, org2, diff);
8749 CrossProduct (normal, diff, right2);
8750 VectorNormalize (right2);
8752 vert[ 0] = org1[0] + width * right1[0];
8753 vert[ 1] = org1[1] + width * right1[1];
8754 vert[ 2] = org1[2] + width * right1[2];
8755 vert[ 3] = org1[0] - width * right1[0];
8756 vert[ 4] = org1[1] - width * right1[1];
8757 vert[ 5] = org1[2] - width * right1[2];
8758 vert[ 6] = org2[0] - width * right2[0];
8759 vert[ 7] = org2[1] - width * right2[1];
8760 vert[ 8] = org2[2] - width * right2[2];
8761 vert[ 9] = org2[0] + width * right2[0];
8762 vert[10] = org2[1] + width * right2[1];
8763 vert[11] = org2[2] + width * right2[2];
8766 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8768 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8769 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8770 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8771 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8772 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8773 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8774 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8775 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8776 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8777 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8778 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8779 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8782 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8787 VectorSet(v, x, y, z);
8788 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8789 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8791 if (i == mesh->numvertices)
8793 if (mesh->numvertices < mesh->maxvertices)
8795 VectorCopy(v, vertex3f);
8796 mesh->numvertices++;
8798 return mesh->numvertices;
8804 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8808 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8809 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8810 e = mesh->element3i + mesh->numtriangles * 3;
8811 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8813 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8814 if (mesh->numtriangles < mesh->maxtriangles)
8819 mesh->numtriangles++;
8821 element[1] = element[2];
8825 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8829 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8830 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8831 e = mesh->element3i + mesh->numtriangles * 3;
8832 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8834 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8835 if (mesh->numtriangles < mesh->maxtriangles)
8840 mesh->numtriangles++;
8842 element[1] = element[2];
8846 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8847 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8849 int planenum, planenum2;
8852 mplane_t *plane, *plane2;
8854 double temppoints[2][256*3];
8855 // figure out how large a bounding box we need to properly compute this brush
8857 for (w = 0;w < numplanes;w++)
8858 maxdist = max(maxdist, fabs(planes[w].dist));
8859 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8860 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8861 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8865 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8866 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8868 if (planenum2 == planenum)
8870 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
8873 if (tempnumpoints < 3)
8875 // generate elements forming a triangle fan for this polygon
8876 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8880 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
8882 texturelayer_t *layer;
8883 layer = t->currentlayers + t->currentnumlayers++;
8885 layer->depthmask = depthmask;
8886 layer->blendfunc1 = blendfunc1;
8887 layer->blendfunc2 = blendfunc2;
8888 layer->texture = texture;
8889 layer->texmatrix = *matrix;
8890 layer->color[0] = r;
8891 layer->color[1] = g;
8892 layer->color[2] = b;
8893 layer->color[3] = a;
8896 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8899 index = parms[2] + r_refdef.scene.time * parms[3];
8900 index -= floor(index);
8904 case Q3WAVEFUNC_NONE:
8905 case Q3WAVEFUNC_NOISE:
8906 case Q3WAVEFUNC_COUNT:
8909 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8910 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8911 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8912 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8913 case Q3WAVEFUNC_TRIANGLE:
8915 f = index - floor(index);
8926 return (float)(parms[0] + parms[1] * f);
8929 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8934 matrix4x4_t matrix, temp;
8935 switch(tcmod->tcmod)
8939 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8940 matrix = r_waterscrollmatrix;
8942 matrix = identitymatrix;
8944 case Q3TCMOD_ENTITYTRANSLATE:
8945 // this is used in Q3 to allow the gamecode to control texcoord
8946 // scrolling on the entity, which is not supported in darkplaces yet.
8947 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8949 case Q3TCMOD_ROTATE:
8950 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8951 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8952 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8955 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8957 case Q3TCMOD_SCROLL:
8958 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8960 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8961 w = (int) tcmod->parms[0];
8962 h = (int) tcmod->parms[1];
8963 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8965 idx = (int) floor(f * w * h);
8966 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8968 case Q3TCMOD_STRETCH:
8969 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8970 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8972 case Q3TCMOD_TRANSFORM:
8973 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8974 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8975 VectorSet(tcmat + 6, 0 , 0 , 1);
8976 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8977 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8979 case Q3TCMOD_TURBULENT:
8980 // this is handled in the RSurf_PrepareVertices function
8981 matrix = identitymatrix;
8985 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8988 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8990 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8991 char name[MAX_QPATH];
8992 skinframe_t *skinframe;
8993 unsigned char pixels[296*194];
8994 strlcpy(cache->name, skinname, sizeof(cache->name));
8995 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8996 if (developer_loading.integer)
8997 Con_Printf("loading %s\n", name);
8998 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8999 if (!skinframe || !skinframe->base)
9002 fs_offset_t filesize;
9004 f = FS_LoadFile(name, tempmempool, true, &filesize);
9007 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9008 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9012 cache->skinframe = skinframe;
9015 texture_t *R_GetCurrentTexture(texture_t *t)
9018 const entity_render_t *ent = rsurface.entity;
9019 dp_model_t *model = ent->model;
9020 q3shaderinfo_layer_tcmod_t *tcmod;
9022 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9023 return t->currentframe;
9024 t->update_lastrenderframe = r_textureframe;
9025 t->update_lastrenderentity = (void *)ent;
9027 // switch to an alternate material if this is a q1bsp animated material
9029 texture_t *texture = t;
9030 int s = rsurface.ent_skinnum;
9031 if ((unsigned int)s >= (unsigned int)model->numskins)
9033 if (model->skinscenes)
9035 if (model->skinscenes[s].framecount > 1)
9036 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9038 s = model->skinscenes[s].firstframe;
9041 t = t + s * model->num_surfaces;
9044 // use an alternate animation if the entity's frame is not 0,
9045 // and only if the texture has an alternate animation
9046 if (rsurface.ent_alttextures && t->anim_total[1])
9047 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9049 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9051 texture->currentframe = t;
9054 // update currentskinframe to be a qw skin or animation frame
9055 if (rsurface.ent_qwskin >= 0)
9057 i = rsurface.ent_qwskin;
9058 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9060 r_qwskincache_size = cl.maxclients;
9062 Mem_Free(r_qwskincache);
9063 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9065 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9066 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9067 t->currentskinframe = r_qwskincache[i].skinframe;
9068 if (t->currentskinframe == NULL)
9069 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9071 else if (t->numskinframes >= 2)
9072 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9073 if (t->backgroundnumskinframes >= 2)
9074 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9076 t->currentmaterialflags = t->basematerialflags;
9077 t->currentalpha = rsurface.colormod[3];
9078 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9079 t->currentalpha *= r_wateralpha.value;
9080 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9081 t->currentalpha *= t->r_water_wateralpha;
9082 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9083 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9084 if (!(rsurface.ent_flags & RENDER_LIGHT))
9085 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9086 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9088 // pick a model lighting mode
9089 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9090 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9092 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9094 if (rsurface.ent_flags & RENDER_ADDITIVE)
9095 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9096 else if (t->currentalpha < 1)
9097 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9098 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9099 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9100 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9101 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9102 if (t->backgroundnumskinframes)
9103 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9104 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9106 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9107 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9110 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9111 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9112 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9114 // there is no tcmod
9115 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9117 t->currenttexmatrix = r_waterscrollmatrix;
9118 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9120 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9122 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9123 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9126 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9127 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9128 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9129 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9131 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9132 if (t->currentskinframe->qpixels)
9133 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9134 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9135 if (!t->basetexture)
9136 t->basetexture = r_texture_notexture;
9137 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9138 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9139 t->nmaptexture = t->currentskinframe->nmap;
9140 if (!t->nmaptexture)
9141 t->nmaptexture = r_texture_blanknormalmap;
9142 t->glosstexture = r_texture_black;
9143 t->glowtexture = t->currentskinframe->glow;
9144 t->fogtexture = t->currentskinframe->fog;
9145 t->reflectmasktexture = t->currentskinframe->reflect;
9146 if (t->backgroundnumskinframes)
9148 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9149 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9150 t->backgroundglosstexture = r_texture_black;
9151 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9152 if (!t->backgroundnmaptexture)
9153 t->backgroundnmaptexture = r_texture_blanknormalmap;
9157 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9158 t->backgroundnmaptexture = r_texture_blanknormalmap;
9159 t->backgroundglosstexture = r_texture_black;
9160 t->backgroundglowtexture = NULL;
9162 t->specularpower = r_shadow_glossexponent.value;
9163 // TODO: store reference values for these in the texture?
9164 t->specularscale = 0;
9165 if (r_shadow_gloss.integer > 0)
9167 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9169 if (r_shadow_glossintensity.value > 0)
9171 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9172 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9173 t->specularscale = r_shadow_glossintensity.value;
9176 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9178 t->glosstexture = r_texture_white;
9179 t->backgroundglosstexture = r_texture_white;
9180 t->specularscale = r_shadow_gloss2intensity.value;
9181 t->specularpower = r_shadow_gloss2exponent.value;
9184 t->specularscale *= t->specularscalemod;
9185 t->specularpower *= t->specularpowermod;
9187 // lightmaps mode looks bad with dlights using actual texturing, so turn
9188 // off the colormap and glossmap, but leave the normalmap on as it still
9189 // accurately represents the shading involved
9190 if (gl_lightmaps.integer)
9192 t->basetexture = r_texture_grey128;
9193 t->pantstexture = r_texture_black;
9194 t->shirttexture = r_texture_black;
9195 t->nmaptexture = r_texture_blanknormalmap;
9196 t->glosstexture = r_texture_black;
9197 t->glowtexture = NULL;
9198 t->fogtexture = NULL;
9199 t->reflectmasktexture = NULL;
9200 t->backgroundbasetexture = NULL;
9201 t->backgroundnmaptexture = r_texture_blanknormalmap;
9202 t->backgroundglosstexture = r_texture_black;
9203 t->backgroundglowtexture = NULL;
9204 t->specularscale = 0;
9205 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9208 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9209 VectorClear(t->dlightcolor);
9210 t->currentnumlayers = 0;
9211 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9213 int blendfunc1, blendfunc2;
9215 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9217 blendfunc1 = GL_SRC_ALPHA;
9218 blendfunc2 = GL_ONE;
9220 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9222 blendfunc1 = GL_SRC_ALPHA;
9223 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9225 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9227 blendfunc1 = t->customblendfunc[0];
9228 blendfunc2 = t->customblendfunc[1];
9232 blendfunc1 = GL_ONE;
9233 blendfunc2 = GL_ZERO;
9235 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9236 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9238 // fullbright is not affected by r_refdef.lightmapintensity
9239 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9240 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9241 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9242 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9243 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9247 vec3_t ambientcolor;
9249 // set the color tint used for lights affecting this surface
9250 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9252 // q3bsp has no lightmap updates, so the lightstylevalue that
9253 // would normally be baked into the lightmap must be
9254 // applied to the color
9255 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9256 if (model->type == mod_brushq3)
9257 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9258 colorscale *= r_refdef.lightmapintensity;
9259 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9260 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9261 // basic lit geometry
9262 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9263 // add pants/shirt if needed
9264 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9265 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9266 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9267 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9268 // now add ambient passes if needed
9269 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9271 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9272 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9273 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9274 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9275 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9278 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9279 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9280 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9282 // if this is opaque use alpha blend which will darken the earlier
9285 // if this is an alpha blended material, all the earlier passes
9286 // were darkened by fog already, so we only need to add the fog
9287 // color ontop through the fog mask texture
9289 // if this is an additive blended material, all the earlier passes
9290 // were darkened by fog already, and we should not add fog color
9291 // (because the background was not darkened, there is no fog color
9292 // that was lost behind it).
9293 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9297 return t->currentframe;
9300 rsurfacestate_t rsurface;
9302 void R_Mesh_ResizeArrays(int newvertices)
9305 if (rsurface.array_size >= newvertices)
9307 if (rsurface.array_modelvertex3f)
9308 Mem_Free(rsurface.array_modelvertex3f);
9309 rsurface.array_size = (newvertices + 1023) & ~1023;
9310 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9311 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9312 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9313 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9314 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9315 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9316 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9317 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9318 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9319 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9320 rsurface.array_color4f = base + rsurface.array_size * 27;
9321 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9324 void RSurf_ActiveWorldEntity(void)
9326 dp_model_t *model = r_refdef.scene.worldmodel;
9327 //if (rsurface.entity == r_refdef.scene.worldentity)
9329 rsurface.entity = r_refdef.scene.worldentity;
9330 rsurface.skeleton = NULL;
9331 rsurface.ent_skinnum = 0;
9332 rsurface.ent_qwskin = -1;
9333 rsurface.ent_shadertime = 0;
9334 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9335 if (rsurface.array_size < model->surfmesh.num_vertices)
9336 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9337 rsurface.matrix = identitymatrix;
9338 rsurface.inversematrix = identitymatrix;
9339 rsurface.matrixscale = 1;
9340 rsurface.inversematrixscale = 1;
9341 R_EntityMatrix(&identitymatrix);
9342 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9343 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9344 rsurface.fograngerecip = r_refdef.fograngerecip;
9345 rsurface.fogheightfade = r_refdef.fogheightfade;
9346 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9347 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9348 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9349 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9350 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9351 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9352 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9353 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9354 rsurface.colormod[3] = 1;
9355 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9356 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9357 rsurface.frameblend[0].lerp = 1;
9358 rsurface.ent_alttextures = false;
9359 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9360 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9361 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9362 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9363 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9364 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9365 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9366 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9367 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9368 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9369 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9370 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9371 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9372 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9373 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9374 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9375 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9376 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9377 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9378 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9379 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9380 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9381 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9382 rsurface.modelelement3i = model->surfmesh.data_element3i;
9383 rsurface.modelelement3s = model->surfmesh.data_element3s;
9384 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9385 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9386 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9387 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9388 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9389 rsurface.modelsurfaces = model->data_surfaces;
9390 rsurface.generatedvertex = false;
9391 rsurface.vertex3f = rsurface.modelvertex3f;
9392 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9393 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9394 rsurface.svector3f = rsurface.modelsvector3f;
9395 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9396 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9397 rsurface.tvector3f = rsurface.modeltvector3f;
9398 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9399 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9400 rsurface.normal3f = rsurface.modelnormal3f;
9401 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9402 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9403 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9406 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9408 dp_model_t *model = ent->model;
9409 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9411 rsurface.entity = (entity_render_t *)ent;
9412 rsurface.skeleton = ent->skeleton;
9413 rsurface.ent_skinnum = ent->skinnum;
9414 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;
9415 rsurface.ent_shadertime = ent->shadertime;
9416 rsurface.ent_flags = ent->flags;
9417 if (rsurface.array_size < model->surfmesh.num_vertices)
9418 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9419 rsurface.matrix = ent->matrix;
9420 rsurface.inversematrix = ent->inversematrix;
9421 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9422 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9423 R_EntityMatrix(&rsurface.matrix);
9424 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9425 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9426 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9427 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9428 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9429 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9430 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9431 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9432 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9433 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9434 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9435 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9436 rsurface.colormod[3] = ent->alpha;
9437 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9438 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9439 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9440 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9441 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9442 if (ent->model->brush.submodel && !prepass)
9444 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9445 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9447 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9449 if (ent->animcache_vertex3f && !r_framedata_failed)
9451 rsurface.modelvertex3f = ent->animcache_vertex3f;
9452 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9453 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9454 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9456 else if (wanttangents)
9458 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9459 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9460 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9461 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9462 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9464 else if (wantnormals)
9466 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9467 rsurface.modelsvector3f = NULL;
9468 rsurface.modeltvector3f = NULL;
9469 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9470 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9474 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9475 rsurface.modelsvector3f = NULL;
9476 rsurface.modeltvector3f = NULL;
9477 rsurface.modelnormal3f = NULL;
9478 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9480 rsurface.modelvertex3f_bufferobject = 0;
9481 rsurface.modelvertex3f_bufferoffset = 0;
9482 rsurface.modelsvector3f_bufferobject = 0;
9483 rsurface.modelsvector3f_bufferoffset = 0;
9484 rsurface.modeltvector3f_bufferobject = 0;
9485 rsurface.modeltvector3f_bufferoffset = 0;
9486 rsurface.modelnormal3f_bufferobject = 0;
9487 rsurface.modelnormal3f_bufferoffset = 0;
9488 rsurface.generatedvertex = true;
9492 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9493 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9494 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9495 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9496 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9497 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9498 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9499 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9500 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9501 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9502 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9503 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9504 rsurface.generatedvertex = false;
9506 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9507 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9508 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9509 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9510 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9511 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9512 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9513 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9514 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9515 rsurface.modelelement3i = model->surfmesh.data_element3i;
9516 rsurface.modelelement3s = model->surfmesh.data_element3s;
9517 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9518 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9519 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9520 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9521 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9522 rsurface.modelsurfaces = model->data_surfaces;
9523 rsurface.vertex3f = rsurface.modelvertex3f;
9524 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9525 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9526 rsurface.svector3f = rsurface.modelsvector3f;
9527 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9528 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9529 rsurface.tvector3f = rsurface.modeltvector3f;
9530 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9531 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9532 rsurface.normal3f = rsurface.modelnormal3f;
9533 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9534 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9535 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9538 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9540 rsurface.entity = r_refdef.scene.worldentity;
9541 rsurface.skeleton = NULL;
9542 rsurface.ent_skinnum = 0;
9543 rsurface.ent_qwskin = -1;
9544 rsurface.ent_shadertime = shadertime;
9545 rsurface.ent_flags = entflags;
9546 rsurface.modelnum_vertices = numvertices;
9547 rsurface.modelnum_triangles = numtriangles;
9548 if (rsurface.array_size < rsurface.modelnum_vertices)
9549 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9550 rsurface.matrix = *matrix;
9551 rsurface.inversematrix = *inversematrix;
9552 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9553 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9554 R_EntityMatrix(&rsurface.matrix);
9555 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9556 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9557 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9558 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9559 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9560 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9561 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9562 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9563 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9564 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9565 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9566 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9567 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9568 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9569 rsurface.frameblend[0].lerp = 1;
9570 rsurface.ent_alttextures = false;
9571 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9572 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9575 rsurface.modelvertex3f = vertex3f;
9576 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9577 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9578 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9580 else if (wantnormals)
9582 rsurface.modelvertex3f = vertex3f;
9583 rsurface.modelsvector3f = NULL;
9584 rsurface.modeltvector3f = NULL;
9585 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9589 rsurface.modelvertex3f = vertex3f;
9590 rsurface.modelsvector3f = NULL;
9591 rsurface.modeltvector3f = NULL;
9592 rsurface.modelnormal3f = NULL;
9594 rsurface.modelvertex3f_bufferobject = 0;
9595 rsurface.modelvertex3f_bufferoffset = 0;
9596 rsurface.modelsvector3f_bufferobject = 0;
9597 rsurface.modelsvector3f_bufferoffset = 0;
9598 rsurface.modeltvector3f_bufferobject = 0;
9599 rsurface.modeltvector3f_bufferoffset = 0;
9600 rsurface.modelnormal3f_bufferobject = 0;
9601 rsurface.modelnormal3f_bufferoffset = 0;
9602 rsurface.generatedvertex = true;
9603 rsurface.modellightmapcolor4f = color4f;
9604 rsurface.modellightmapcolor4f_bufferobject = 0;
9605 rsurface.modellightmapcolor4f_bufferoffset = 0;
9606 rsurface.modeltexcoordtexture2f = texcoord2f;
9607 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9608 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9609 rsurface.modeltexcoordlightmap2f = NULL;
9610 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9611 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9612 rsurface.modelelement3i = element3i;
9613 rsurface.modelelement3s = element3s;
9614 rsurface.modelelement3i_bufferobject = 0;
9615 rsurface.modelelement3s_bufferobject = 0;
9616 rsurface.modellightmapoffsets = NULL;
9617 rsurface.modelsurfaces = NULL;
9618 rsurface.vertex3f = rsurface.modelvertex3f;
9619 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9620 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9621 rsurface.svector3f = rsurface.modelsvector3f;
9622 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9623 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9624 rsurface.tvector3f = rsurface.modeltvector3f;
9625 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9626 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9627 rsurface.normal3f = rsurface.modelnormal3f;
9628 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9629 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9630 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9632 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9634 if ((wantnormals || wanttangents) && !normal3f)
9635 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9636 if (wanttangents && !svector3f)
9637 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9641 float RSurf_FogPoint(const float *v)
9643 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9644 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9645 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9646 float FogHeightFade = r_refdef.fogheightfade;
9648 unsigned int fogmasktableindex;
9649 if (r_refdef.fogplaneviewabove)
9650 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9652 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9653 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9654 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9657 float RSurf_FogVertex(const float *v)
9659 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9660 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9661 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9662 float FogHeightFade = rsurface.fogheightfade;
9664 unsigned int fogmasktableindex;
9665 if (r_refdef.fogplaneviewabove)
9666 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9668 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9669 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9670 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9673 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9674 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9677 int texturesurfaceindex;
9682 const float *v1, *in_tc;
9684 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9686 q3shaderinfo_deform_t *deform;
9687 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9688 if (rsurface.generatedvertex)
9690 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9691 generatenormals = true;
9692 for (i = 0;i < Q3MAXDEFORMS;i++)
9694 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9696 generatetangents = true;
9697 generatenormals = true;
9699 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9700 generatenormals = true;
9702 if (generatenormals && !rsurface.modelnormal3f)
9704 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9705 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9706 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9707 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9709 if (generatetangents && !rsurface.modelsvector3f)
9711 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9712 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9713 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9714 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9715 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9716 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9717 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9720 rsurface.vertex3f = rsurface.modelvertex3f;
9721 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9722 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9723 rsurface.svector3f = rsurface.modelsvector3f;
9724 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9725 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9726 rsurface.tvector3f = rsurface.modeltvector3f;
9727 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9728 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9729 rsurface.normal3f = rsurface.modelnormal3f;
9730 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9731 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9732 // if vertices are deformed (sprite flares and things in maps, possibly
9733 // water waves, bulges and other deformations), generate them into
9734 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9735 // (may be static model data or generated data for an animated model, or
9736 // the previous deform pass)
9737 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9739 switch (deform->deform)
9742 case Q3DEFORM_PROJECTIONSHADOW:
9743 case Q3DEFORM_TEXT0:
9744 case Q3DEFORM_TEXT1:
9745 case Q3DEFORM_TEXT2:
9746 case Q3DEFORM_TEXT3:
9747 case Q3DEFORM_TEXT4:
9748 case Q3DEFORM_TEXT5:
9749 case Q3DEFORM_TEXT6:
9750 case Q3DEFORM_TEXT7:
9753 case Q3DEFORM_AUTOSPRITE:
9754 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9755 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9756 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9757 VectorNormalize(newforward);
9758 VectorNormalize(newright);
9759 VectorNormalize(newup);
9760 // make deformed versions of only the model vertices used by the specified surfaces
9761 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9763 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9764 // a single autosprite surface can contain multiple sprites...
9765 for (j = 0;j < surface->num_vertices - 3;j += 4)
9767 VectorClear(center);
9768 for (i = 0;i < 4;i++)
9769 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9770 VectorScale(center, 0.25f, center);
9771 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9772 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9773 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9774 for (i = 0;i < 4;i++)
9776 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9777 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9780 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9781 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9783 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9784 rsurface.vertex3f_bufferobject = 0;
9785 rsurface.vertex3f_bufferoffset = 0;
9786 rsurface.svector3f = rsurface.array_deformedsvector3f;
9787 rsurface.svector3f_bufferobject = 0;
9788 rsurface.svector3f_bufferoffset = 0;
9789 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9790 rsurface.tvector3f_bufferobject = 0;
9791 rsurface.tvector3f_bufferoffset = 0;
9792 rsurface.normal3f = rsurface.array_deformednormal3f;
9793 rsurface.normal3f_bufferobject = 0;
9794 rsurface.normal3f_bufferoffset = 0;
9796 case Q3DEFORM_AUTOSPRITE2:
9797 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9798 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9799 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9800 VectorNormalize(newforward);
9801 VectorNormalize(newright);
9802 VectorNormalize(newup);
9803 // make deformed versions of only the model vertices used by the specified surfaces
9804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9806 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9807 const float *v1, *v2;
9817 memset(shortest, 0, sizeof(shortest));
9818 // a single autosprite surface can contain multiple sprites...
9819 for (j = 0;j < surface->num_vertices - 3;j += 4)
9821 VectorClear(center);
9822 for (i = 0;i < 4;i++)
9823 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9824 VectorScale(center, 0.25f, center);
9825 // find the two shortest edges, then use them to define the
9826 // axis vectors for rotating around the central axis
9827 for (i = 0;i < 6;i++)
9829 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9830 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9832 Debug_PolygonBegin(NULL, 0);
9833 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9834 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9835 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9838 l = VectorDistance2(v1, v2);
9839 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9841 l += (1.0f / 1024.0f);
9842 if (shortest[0].length2 > l || i == 0)
9844 shortest[1] = shortest[0];
9845 shortest[0].length2 = l;
9846 shortest[0].v1 = v1;
9847 shortest[0].v2 = v2;
9849 else if (shortest[1].length2 > l || i == 1)
9851 shortest[1].length2 = l;
9852 shortest[1].v1 = v1;
9853 shortest[1].v2 = v2;
9856 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9857 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9859 Debug_PolygonBegin(NULL, 0);
9860 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9861 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9862 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9865 // this calculates the right vector from the shortest edge
9866 // and the up vector from the edge midpoints
9867 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9868 VectorNormalize(right);
9869 VectorSubtract(end, start, up);
9870 VectorNormalize(up);
9871 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9872 VectorSubtract(rsurface.localvieworigin, center, forward);
9873 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9874 VectorNegate(forward, forward);
9875 VectorReflect(forward, 0, up, forward);
9876 VectorNormalize(forward);
9877 CrossProduct(up, forward, newright);
9878 VectorNormalize(newright);
9880 Debug_PolygonBegin(NULL, 0);
9881 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9882 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9883 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9887 Debug_PolygonBegin(NULL, 0);
9888 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9889 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9890 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9893 // rotate the quad around the up axis vector, this is made
9894 // especially easy by the fact we know the quad is flat,
9895 // so we only have to subtract the center position and
9896 // measure distance along the right vector, and then
9897 // multiply that by the newright vector and add back the
9899 // we also need to subtract the old position to undo the
9900 // displacement from the center, which we do with a
9901 // DotProduct, the subtraction/addition of center is also
9902 // optimized into DotProducts here
9903 l = DotProduct(right, center);
9904 for (i = 0;i < 4;i++)
9906 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9907 f = DotProduct(right, v1) - l;
9908 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9911 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9912 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9914 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9915 rsurface.vertex3f_bufferobject = 0;
9916 rsurface.vertex3f_bufferoffset = 0;
9917 rsurface.svector3f = rsurface.array_deformedsvector3f;
9918 rsurface.svector3f_bufferobject = 0;
9919 rsurface.svector3f_bufferoffset = 0;
9920 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9921 rsurface.tvector3f_bufferobject = 0;
9922 rsurface.tvector3f_bufferoffset = 0;
9923 rsurface.normal3f = rsurface.array_deformednormal3f;
9924 rsurface.normal3f_bufferobject = 0;
9925 rsurface.normal3f_bufferoffset = 0;
9927 case Q3DEFORM_NORMAL:
9928 // deform the normals to make reflections wavey
9929 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9931 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9932 for (j = 0;j < surface->num_vertices;j++)
9935 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9936 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9937 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9938 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9939 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9940 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9941 VectorNormalize(normal);
9943 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9945 rsurface.svector3f = rsurface.array_deformedsvector3f;
9946 rsurface.svector3f_bufferobject = 0;
9947 rsurface.svector3f_bufferoffset = 0;
9948 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9949 rsurface.tvector3f_bufferobject = 0;
9950 rsurface.tvector3f_bufferoffset = 0;
9951 rsurface.normal3f = rsurface.array_deformednormal3f;
9952 rsurface.normal3f_bufferobject = 0;
9953 rsurface.normal3f_bufferoffset = 0;
9956 // deform vertex array to make wavey water and flags and such
9957 waveparms[0] = deform->waveparms[0];
9958 waveparms[1] = deform->waveparms[1];
9959 waveparms[2] = deform->waveparms[2];
9960 waveparms[3] = deform->waveparms[3];
9961 // this is how a divisor of vertex influence on deformation
9962 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9963 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9964 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9966 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9967 for (j = 0;j < surface->num_vertices;j++)
9969 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9970 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9971 // if the wavefunc depends on time, evaluate it per-vertex
9974 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9975 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9977 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9980 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9981 rsurface.vertex3f_bufferobject = 0;
9982 rsurface.vertex3f_bufferoffset = 0;
9984 case Q3DEFORM_BULGE:
9985 // deform vertex array to make the surface have moving bulges
9986 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9988 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9989 for (j = 0;j < surface->num_vertices;j++)
9991 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9992 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9995 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9996 rsurface.vertex3f_bufferobject = 0;
9997 rsurface.vertex3f_bufferoffset = 0;
10000 // deform vertex array
10001 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10002 VectorScale(deform->parms, scale, waveparms);
10003 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10005 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10006 for (j = 0;j < surface->num_vertices;j++)
10007 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10009 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10010 rsurface.vertex3f_bufferobject = 0;
10011 rsurface.vertex3f_bufferoffset = 0;
10015 // generate texcoords based on the chosen texcoord source
10016 switch(rsurface.texture->tcgen.tcgen)
10019 case Q3TCGEN_TEXTURE:
10020 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10021 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10022 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10024 case Q3TCGEN_LIGHTMAP:
10025 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10026 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10027 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10029 case Q3TCGEN_VECTOR:
10030 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10032 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10033 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10035 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10036 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10039 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10040 rsurface.texcoordtexture2f_bufferobject = 0;
10041 rsurface.texcoordtexture2f_bufferoffset = 0;
10043 case Q3TCGEN_ENVIRONMENT:
10044 // make environment reflections using a spheremap
10045 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10047 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10048 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10049 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10050 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10051 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10053 // identical to Q3A's method, but executed in worldspace so
10054 // carried models can be shiny too
10056 float viewer[3], d, reflected[3], worldreflected[3];
10058 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10059 // VectorNormalize(viewer);
10061 d = DotProduct(normal, viewer);
10063 reflected[0] = normal[0]*2*d - viewer[0];
10064 reflected[1] = normal[1]*2*d - viewer[1];
10065 reflected[2] = normal[2]*2*d - viewer[2];
10066 // note: this is proportinal to viewer, so we can normalize later
10068 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10069 VectorNormalize(worldreflected);
10071 // note: this sphere map only uses world x and z!
10072 // so positive and negative y will LOOK THE SAME.
10073 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10074 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10077 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10078 rsurface.texcoordtexture2f_bufferobject = 0;
10079 rsurface.texcoordtexture2f_bufferoffset = 0;
10082 // the only tcmod that needs software vertex processing is turbulent, so
10083 // check for it here and apply the changes if needed
10084 // and we only support that as the first one
10085 // (handling a mixture of turbulent and other tcmods would be problematic
10086 // without punting it entirely to a software path)
10087 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10089 amplitude = rsurface.texture->tcmods[0].parms[1];
10090 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10091 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10093 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10094 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10096 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10097 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10100 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10101 rsurface.texcoordtexture2f_bufferobject = 0;
10102 rsurface.texcoordtexture2f_bufferoffset = 0;
10104 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10105 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10106 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10107 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10110 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10113 const msurface_t *surface = texturesurfacelist[0];
10114 const msurface_t *surface2;
10119 // TODO: lock all array ranges before render, rather than on each surface
10120 if (texturenumsurfaces == 1)
10121 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10122 else if (r_batchmode.integer == 2)
10124 #define MAXBATCHTRIANGLES 4096
10125 int batchtriangles = 0;
10126 static int batchelements[MAXBATCHTRIANGLES*3];
10127 for (i = 0;i < texturenumsurfaces;i = j)
10129 surface = texturesurfacelist[i];
10131 if (surface->num_triangles > MAXBATCHTRIANGLES)
10133 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10136 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10137 batchtriangles = surface->num_triangles;
10138 firstvertex = surface->num_firstvertex;
10139 endvertex = surface->num_firstvertex + surface->num_vertices;
10140 for (;j < texturenumsurfaces;j++)
10142 surface2 = texturesurfacelist[j];
10143 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10145 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10146 batchtriangles += surface2->num_triangles;
10147 firstvertex = min(firstvertex, surface2->num_firstvertex);
10148 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10150 surface2 = texturesurfacelist[j-1];
10151 numvertices = endvertex - firstvertex;
10152 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10155 else if (r_batchmode.integer == 1)
10157 for (i = 0;i < texturenumsurfaces;i = j)
10159 surface = texturesurfacelist[i];
10160 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10161 if (texturesurfacelist[j] != surface2)
10163 surface2 = texturesurfacelist[j-1];
10164 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10165 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10166 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10171 for (i = 0;i < texturenumsurfaces;i++)
10173 surface = texturesurfacelist[i];
10174 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10179 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10181 switch(vid.renderpath)
10183 case RENDERPATH_CGGL:
10185 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10186 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10189 case RENDERPATH_GL20:
10190 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10191 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10193 case RENDERPATH_GL13:
10194 case RENDERPATH_GL11:
10195 R_Mesh_TexBind(0, surface->lightmaptexture);
10200 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10202 // pick the closest matching water plane and bind textures
10203 int planeindex, vertexindex;
10207 r_waterstate_waterplane_t *p, *bestp;
10210 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10213 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10215 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10216 d += fabs(PlaneDiff(vert, &p->plane));
10218 if (bestd > d || !bestp)
10224 switch(vid.renderpath)
10226 case RENDERPATH_CGGL:
10228 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10229 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10232 case RENDERPATH_GL20:
10233 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10234 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10236 case RENDERPATH_GL13:
10237 case RENDERPATH_GL11:
10242 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10245 const msurface_t *surface;
10246 if (r_waterstate.renderingscene)
10248 for (i = 0;i < texturenumsurfaces;i++)
10250 surface = texturesurfacelist[i];
10251 RSurf_BindLightmapForSurface(surface);
10252 RSurf_BindReflectionForSurface(surface);
10253 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10257 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10261 const msurface_t *surface = texturesurfacelist[0];
10262 const msurface_t *surface2;
10267 if (texturenumsurfaces == 1)
10269 RSurf_BindLightmapForSurface(surface);
10270 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10272 else if (r_batchmode.integer == 2)
10274 #define MAXBATCHTRIANGLES 4096
10275 int batchtriangles = 0;
10276 static int batchelements[MAXBATCHTRIANGLES*3];
10277 for (i = 0;i < texturenumsurfaces;i = j)
10279 surface = texturesurfacelist[i];
10280 RSurf_BindLightmapForSurface(surface);
10282 if (surface->num_triangles > MAXBATCHTRIANGLES)
10284 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10287 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10288 batchtriangles = surface->num_triangles;
10289 firstvertex = surface->num_firstvertex;
10290 endvertex = surface->num_firstvertex + surface->num_vertices;
10291 for (;j < texturenumsurfaces;j++)
10293 surface2 = texturesurfacelist[j];
10294 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10296 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10297 batchtriangles += surface2->num_triangles;
10298 firstvertex = min(firstvertex, surface2->num_firstvertex);
10299 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10301 surface2 = texturesurfacelist[j-1];
10302 numvertices = endvertex - firstvertex;
10303 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10306 else if (r_batchmode.integer == 1)
10309 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10310 for (i = 0;i < texturenumsurfaces;i = j)
10312 surface = texturesurfacelist[i];
10313 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10314 if (texturesurfacelist[j] != surface2)
10316 Con_Printf(" %i", j - i);
10319 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10321 for (i = 0;i < texturenumsurfaces;i = j)
10323 surface = texturesurfacelist[i];
10324 RSurf_BindLightmapForSurface(surface);
10325 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10326 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10329 Con_Printf(" %i", j - i);
10331 surface2 = texturesurfacelist[j-1];
10332 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10333 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10334 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10342 for (i = 0;i < texturenumsurfaces;i++)
10344 surface = texturesurfacelist[i];
10345 RSurf_BindLightmapForSurface(surface);
10346 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10351 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10354 int texturesurfaceindex;
10355 if (r_showsurfaces.integer == 2)
10357 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10359 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10360 for (j = 0;j < surface->num_triangles;j++)
10362 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10363 GL_Color(f, f, f, 1);
10364 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10370 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10372 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10373 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10374 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10375 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10380 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10382 int texturesurfaceindex;
10386 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10388 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10389 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10397 rsurface.lightmapcolor4f = rsurface.array_color4f;
10398 rsurface.lightmapcolor4f_bufferobject = 0;
10399 rsurface.lightmapcolor4f_bufferoffset = 0;
10402 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10404 int texturesurfaceindex;
10410 if (rsurface.lightmapcolor4f)
10412 // generate color arrays for the surfaces in this list
10413 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10416 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10418 f = RSurf_FogVertex(v);
10428 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10430 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10431 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10433 f = RSurf_FogVertex(v);
10441 rsurface.lightmapcolor4f = rsurface.array_color4f;
10442 rsurface.lightmapcolor4f_bufferobject = 0;
10443 rsurface.lightmapcolor4f_bufferoffset = 0;
10446 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10448 int texturesurfaceindex;
10454 if (!rsurface.lightmapcolor4f)
10456 // generate color arrays for the surfaces in this list
10457 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10459 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10462 f = RSurf_FogVertex(v);
10463 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10464 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10465 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10469 rsurface.lightmapcolor4f = rsurface.array_color4f;
10470 rsurface.lightmapcolor4f_bufferobject = 0;
10471 rsurface.lightmapcolor4f_bufferoffset = 0;
10474 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10476 int texturesurfaceindex;
10480 if (!rsurface.lightmapcolor4f)
10482 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10484 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10485 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10493 rsurface.lightmapcolor4f = rsurface.array_color4f;
10494 rsurface.lightmapcolor4f_bufferobject = 0;
10495 rsurface.lightmapcolor4f_bufferoffset = 0;
10498 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10500 int texturesurfaceindex;
10504 if (!rsurface.lightmapcolor4f)
10506 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10508 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10509 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10511 c2[0] = c[0] + r_refdef.scene.ambient;
10512 c2[1] = c[1] + r_refdef.scene.ambient;
10513 c2[2] = c[2] + r_refdef.scene.ambient;
10517 rsurface.lightmapcolor4f = rsurface.array_color4f;
10518 rsurface.lightmapcolor4f_bufferobject = 0;
10519 rsurface.lightmapcolor4f_bufferoffset = 0;
10522 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10525 rsurface.lightmapcolor4f = NULL;
10526 rsurface.lightmapcolor4f_bufferobject = 0;
10527 rsurface.lightmapcolor4f_bufferoffset = 0;
10528 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10529 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10530 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10531 GL_Color(r, g, b, a);
10532 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10535 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10537 // TODO: optimize applyfog && applycolor case
10538 // just apply fog if necessary, and tint the fog color array if necessary
10539 rsurface.lightmapcolor4f = NULL;
10540 rsurface.lightmapcolor4f_bufferobject = 0;
10541 rsurface.lightmapcolor4f_bufferoffset = 0;
10542 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10543 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10544 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10545 GL_Color(r, g, b, a);
10546 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10549 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10551 int texturesurfaceindex;
10555 if (texturesurfacelist[0]->lightmapinfo)
10557 // generate color arrays for the surfaces in this list
10558 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10560 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10561 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10563 if (surface->lightmapinfo->samples)
10565 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10566 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10567 VectorScale(lm, scale, c);
10568 if (surface->lightmapinfo->styles[1] != 255)
10570 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10572 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10573 VectorMA(c, scale, lm, c);
10574 if (surface->lightmapinfo->styles[2] != 255)
10577 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10578 VectorMA(c, scale, lm, c);
10579 if (surface->lightmapinfo->styles[3] != 255)
10582 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10583 VectorMA(c, scale, lm, c);
10593 rsurface.lightmapcolor4f = rsurface.array_color4f;
10594 rsurface.lightmapcolor4f_bufferobject = 0;
10595 rsurface.lightmapcolor4f_bufferoffset = 0;
10599 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10600 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10601 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10603 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10604 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10605 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10606 GL_Color(r, g, b, a);
10607 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10610 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10612 int texturesurfaceindex;
10619 vec3_t ambientcolor;
10620 vec3_t diffusecolor;
10624 VectorCopy(rsurface.modellight_lightdir, lightdir);
10625 f = 0.5f * r_refdef.lightmapintensity;
10626 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10627 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10628 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10629 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10630 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10631 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10633 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10635 // generate color arrays for the surfaces in this list
10636 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10638 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10639 int numverts = surface->num_vertices;
10640 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10641 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10642 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10643 // q3-style directional shading
10644 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10646 if ((f = DotProduct(n, lightdir)) > 0)
10647 VectorMA(ambientcolor, f, diffusecolor, c);
10649 VectorCopy(ambientcolor, c);
10657 rsurface.lightmapcolor4f = rsurface.array_color4f;
10658 rsurface.lightmapcolor4f_bufferobject = 0;
10659 rsurface.lightmapcolor4f_bufferoffset = 0;
10660 *applycolor = false;
10664 *r = ambientcolor[0];
10665 *g = ambientcolor[1];
10666 *b = ambientcolor[2];
10667 rsurface.lightmapcolor4f = NULL;
10668 rsurface.lightmapcolor4f_bufferobject = 0;
10669 rsurface.lightmapcolor4f_bufferoffset = 0;
10673 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10675 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10676 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10677 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10678 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10679 GL_Color(r, g, b, a);
10680 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10683 void RSurf_SetupDepthAndCulling(void)
10685 // submodels are biased to avoid z-fighting with world surfaces that they
10686 // may be exactly overlapping (avoids z-fighting artifacts on certain
10687 // doors and things in Quake maps)
10688 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10689 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10690 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10691 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10694 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10696 // transparent sky would be ridiculous
10697 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10699 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10700 skyrenderlater = true;
10701 RSurf_SetupDepthAndCulling();
10702 GL_DepthMask(true);
10703 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10704 // skymasking on them, and Quake3 never did sky masking (unlike
10705 // software Quake and software Quake2), so disable the sky masking
10706 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10707 // and skymasking also looks very bad when noclipping outside the
10708 // level, so don't use it then either.
10709 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10711 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10712 R_Mesh_ColorPointer(NULL, 0, 0);
10713 R_Mesh_ResetTextureState();
10714 if (skyrendermasked)
10716 R_SetupShader_DepthOrShadow();
10717 // depth-only (masking)
10718 GL_ColorMask(0,0,0,0);
10719 // just to make sure that braindead drivers don't draw
10720 // anything despite that colormask...
10721 GL_BlendFunc(GL_ZERO, GL_ONE);
10725 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10727 GL_BlendFunc(GL_ONE, GL_ZERO);
10729 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10730 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10731 if (skyrendermasked)
10732 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10734 R_Mesh_ResetTextureState();
10735 GL_Color(1, 1, 1, 1);
10738 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10739 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10740 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10742 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10744 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10747 // render screenspace normalmap to texture
10748 GL_DepthMask(true);
10749 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10750 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10752 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10754 // render water or distortion background, then blend surface on top
10755 GL_DepthMask(true);
10756 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10757 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10758 GL_DepthMask(false);
10759 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10760 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10761 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10763 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10767 // render surface normally
10768 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10769 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10770 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10771 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10772 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10773 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10775 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10779 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10781 // OpenGL 1.3 path - anything not completely ancient
10782 int texturesurfaceindex;
10783 qboolean applycolor;
10786 const texturelayer_t *layer;
10787 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10789 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10792 int layertexrgbscale;
10793 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10795 if (layerindex == 0)
10796 GL_AlphaTest(true);
10799 GL_AlphaTest(false);
10800 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10803 GL_DepthMask(layer->depthmask && writedepth);
10804 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10805 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10807 layertexrgbscale = 4;
10808 VectorScale(layer->color, 0.25f, layercolor);
10810 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10812 layertexrgbscale = 2;
10813 VectorScale(layer->color, 0.5f, layercolor);
10817 layertexrgbscale = 1;
10818 VectorScale(layer->color, 1.0f, layercolor);
10820 layercolor[3] = layer->color[3];
10821 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10822 R_Mesh_ColorPointer(NULL, 0, 0);
10823 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10824 switch (layer->type)
10826 case TEXTURELAYERTYPE_LITTEXTURE:
10827 // single-pass lightmapped texture with 2x rgbscale
10828 R_Mesh_TexBind(0, r_texture_white);
10829 R_Mesh_TexMatrix(0, NULL);
10830 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10831 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10832 R_Mesh_TexBind(1, layer->texture);
10833 R_Mesh_TexMatrix(1, &layer->texmatrix);
10834 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10835 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10837 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10838 else if (rsurface.uselightmaptexture)
10839 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10841 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10843 case TEXTURELAYERTYPE_TEXTURE:
10844 // singletexture unlit texture with transparency support
10845 R_Mesh_TexBind(0, layer->texture);
10846 R_Mesh_TexMatrix(0, &layer->texmatrix);
10847 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10849 R_Mesh_TexBind(1, 0);
10850 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10851 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853 case TEXTURELAYERTYPE_FOG:
10854 // singletexture fogging
10855 if (layer->texture)
10857 R_Mesh_TexBind(0, layer->texture);
10858 R_Mesh_TexMatrix(0, &layer->texmatrix);
10859 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10860 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10864 R_Mesh_TexBind(0, 0);
10865 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10867 R_Mesh_TexBind(1, 0);
10868 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10869 // generate a color array for the fog pass
10870 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10871 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10877 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10878 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10880 f = 1 - RSurf_FogVertex(v);
10881 c[0] = layercolor[0];
10882 c[1] = layercolor[1];
10883 c[2] = layercolor[2];
10884 c[3] = f * layercolor[3];
10887 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10890 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10894 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10896 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10897 GL_AlphaTest(false);
10901 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10903 // OpenGL 1.1 - crusty old voodoo path
10904 int texturesurfaceindex;
10907 const texturelayer_t *layer;
10908 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10910 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10912 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10914 if (layerindex == 0)
10915 GL_AlphaTest(true);
10918 GL_AlphaTest(false);
10919 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10922 GL_DepthMask(layer->depthmask && writedepth);
10923 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10924 R_Mesh_ColorPointer(NULL, 0, 0);
10925 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10926 switch (layer->type)
10928 case TEXTURELAYERTYPE_LITTEXTURE:
10929 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10931 // two-pass lit texture with 2x rgbscale
10932 // first the lightmap pass
10933 R_Mesh_TexBind(0, r_texture_white);
10934 R_Mesh_TexMatrix(0, NULL);
10935 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10936 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10937 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10938 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10939 else if (rsurface.uselightmaptexture)
10940 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10942 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10943 // then apply the texture to it
10944 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10945 R_Mesh_TexBind(0, layer->texture);
10946 R_Mesh_TexMatrix(0, &layer->texmatrix);
10947 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10948 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10949 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10953 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10954 R_Mesh_TexBind(0, layer->texture);
10955 R_Mesh_TexMatrix(0, &layer->texmatrix);
10956 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10957 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10958 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10959 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10961 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10964 case TEXTURELAYERTYPE_TEXTURE:
10965 // singletexture unlit texture with transparency support
10966 R_Mesh_TexBind(0, layer->texture);
10967 R_Mesh_TexMatrix(0, &layer->texmatrix);
10968 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10969 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10970 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10972 case TEXTURELAYERTYPE_FOG:
10973 // singletexture fogging
10974 if (layer->texture)
10976 R_Mesh_TexBind(0, layer->texture);
10977 R_Mesh_TexMatrix(0, &layer->texmatrix);
10978 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10979 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10983 R_Mesh_TexBind(0, 0);
10984 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10986 // generate a color array for the fog pass
10987 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10988 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10994 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10995 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10997 f = 1 - RSurf_FogVertex(v);
10998 c[0] = layer->color[0];
10999 c[1] = layer->color[1];
11000 c[2] = layer->color[2];
11001 c[3] = f * layer->color[3];
11004 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11007 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11011 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11013 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11014 GL_AlphaTest(false);
11018 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11022 GL_AlphaTest(false);
11023 R_Mesh_ColorPointer(NULL, 0, 0);
11024 R_Mesh_ResetTextureState();
11025 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11027 if(rsurface.texture && rsurface.texture->currentskinframe)
11029 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11030 c[3] *= rsurface.texture->currentalpha;
11040 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11042 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11043 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11044 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11047 // brighten it up (as texture value 127 means "unlit")
11048 c[0] *= 2 * r_refdef.view.colorscale;
11049 c[1] *= 2 * r_refdef.view.colorscale;
11050 c[2] *= 2 * r_refdef.view.colorscale;
11052 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11053 c[3] *= r_wateralpha.value;
11055 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11057 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11058 GL_DepthMask(false);
11060 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11062 GL_BlendFunc(GL_ONE, GL_ONE);
11063 GL_DepthMask(false);
11065 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11067 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11068 GL_DepthMask(false);
11070 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11072 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11073 GL_DepthMask(false);
11077 GL_BlendFunc(GL_ONE, GL_ZERO);
11078 GL_DepthMask(writedepth);
11081 rsurface.lightmapcolor4f = NULL;
11083 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11085 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11087 rsurface.lightmapcolor4f = NULL;
11088 rsurface.lightmapcolor4f_bufferobject = 0;
11089 rsurface.lightmapcolor4f_bufferoffset = 0;
11091 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11093 qboolean applycolor = true;
11096 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11098 r_refdef.lightmapintensity = 1;
11099 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11100 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11104 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11106 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11107 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11108 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11111 if(!rsurface.lightmapcolor4f)
11112 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11114 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11115 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11116 if(r_refdef.fogenabled)
11117 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11119 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11120 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11123 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11126 RSurf_SetupDepthAndCulling();
11127 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11129 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11132 switch (vid.renderpath)
11134 case RENDERPATH_GL20:
11135 case RENDERPATH_CGGL:
11136 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11138 case RENDERPATH_GL13:
11139 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11141 case RENDERPATH_GL11:
11142 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11148 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11151 RSurf_SetupDepthAndCulling();
11152 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11154 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11157 switch (vid.renderpath)
11159 case RENDERPATH_GL20:
11160 case RENDERPATH_CGGL:
11161 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11163 case RENDERPATH_GL13:
11164 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11166 case RENDERPATH_GL11:
11167 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11173 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11176 int texturenumsurfaces, endsurface;
11177 texture_t *texture;
11178 const msurface_t *surface;
11179 const msurface_t *texturesurfacelist[256];
11181 // if the model is static it doesn't matter what value we give for
11182 // wantnormals and wanttangents, so this logic uses only rules applicable
11183 // to a model, knowing that they are meaningless otherwise
11184 if (ent == r_refdef.scene.worldentity)
11185 RSurf_ActiveWorldEntity();
11186 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11187 RSurf_ActiveModelEntity(ent, false, false, false);
11190 switch (vid.renderpath)
11192 case RENDERPATH_GL20:
11193 case RENDERPATH_CGGL:
11194 RSurf_ActiveModelEntity(ent, true, true, false);
11196 case RENDERPATH_GL13:
11197 case RENDERPATH_GL11:
11198 RSurf_ActiveModelEntity(ent, true, false, false);
11203 if (r_transparentdepthmasking.integer)
11205 qboolean setup = false;
11206 for (i = 0;i < numsurfaces;i = j)
11209 surface = rsurface.modelsurfaces + surfacelist[i];
11210 texture = surface->texture;
11211 rsurface.texture = R_GetCurrentTexture(texture);
11212 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11213 // scan ahead until we find a different texture
11214 endsurface = min(i + 1024, numsurfaces);
11215 texturenumsurfaces = 0;
11216 texturesurfacelist[texturenumsurfaces++] = surface;
11217 for (;j < endsurface;j++)
11219 surface = rsurface.modelsurfaces + surfacelist[j];
11220 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11222 texturesurfacelist[texturenumsurfaces++] = surface;
11224 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11226 // render the range of surfaces as depth
11230 GL_ColorMask(0,0,0,0);
11232 GL_DepthTest(true);
11233 GL_BlendFunc(GL_ONE, GL_ZERO);
11234 GL_DepthMask(true);
11235 GL_AlphaTest(false);
11236 R_Mesh_ColorPointer(NULL, 0, 0);
11237 R_Mesh_ResetTextureState();
11238 R_SetupShader_DepthOrShadow();
11240 RSurf_SetupDepthAndCulling();
11241 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11242 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11245 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11248 for (i = 0;i < numsurfaces;i = j)
11251 surface = rsurface.modelsurfaces + surfacelist[i];
11252 texture = surface->texture;
11253 rsurface.texture = R_GetCurrentTexture(texture);
11254 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11255 // scan ahead until we find a different texture
11256 endsurface = min(i + 1024, numsurfaces);
11257 texturenumsurfaces = 0;
11258 texturesurfacelist[texturenumsurfaces++] = surface;
11259 for (;j < endsurface;j++)
11261 surface = rsurface.modelsurfaces + surfacelist[j];
11262 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11264 texturesurfacelist[texturenumsurfaces++] = surface;
11266 // render the range of surfaces
11267 if (ent == r_refdef.scene.worldentity)
11268 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11270 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11272 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11273 GL_AlphaTest(false);
11276 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11278 // transparent surfaces get pushed off into the transparent queue
11279 int surfacelistindex;
11280 const msurface_t *surface;
11281 vec3_t tempcenter, center;
11282 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11284 surface = texturesurfacelist[surfacelistindex];
11285 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11286 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11287 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11288 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11289 if (queueentity->transparent_offset) // transparent offset
11291 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11292 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11293 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11295 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11299 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11301 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11305 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11307 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11309 RSurf_SetupDepthAndCulling();
11310 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11311 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11315 if (!rsurface.texture->currentnumlayers)
11317 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11318 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11320 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11322 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11324 RSurf_SetupDepthAndCulling();
11325 GL_AlphaTest(false);
11326 R_Mesh_ColorPointer(NULL, 0, 0);
11327 R_Mesh_ResetTextureState();
11328 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11329 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11330 GL_DepthMask(true);
11331 GL_BlendFunc(GL_ONE, GL_ZERO);
11332 GL_Color(0, 0, 0, 1);
11333 GL_DepthTest(writedepth);
11334 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11336 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11338 RSurf_SetupDepthAndCulling();
11339 GL_AlphaTest(false);
11340 R_Mesh_ColorPointer(NULL, 0, 0);
11341 R_Mesh_ResetTextureState();
11342 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11343 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11344 GL_DepthMask(true);
11345 GL_BlendFunc(GL_ONE, GL_ZERO);
11346 GL_DepthTest(true);
11347 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11349 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11350 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11351 else if (!rsurface.texture->currentnumlayers)
11353 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11355 // in the deferred case, transparent surfaces were queued during prepass
11356 if (!r_shadow_usingdeferredprepass)
11357 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11361 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11362 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11367 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11370 texture_t *texture;
11371 // break the surface list down into batches by texture and use of lightmapping
11372 for (i = 0;i < numsurfaces;i = j)
11375 // texture is the base texture pointer, rsurface.texture is the
11376 // current frame/skin the texture is directing us to use (for example
11377 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11378 // use skin 1 instead)
11379 texture = surfacelist[i]->texture;
11380 rsurface.texture = R_GetCurrentTexture(texture);
11381 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11382 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11384 // if this texture is not the kind we want, skip ahead to the next one
11385 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11389 // simply scan ahead until we find a different texture or lightmap state
11390 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11392 // render the range of surfaces
11393 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11397 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11402 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11404 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11406 RSurf_SetupDepthAndCulling();
11407 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11408 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11412 if (!rsurface.texture->currentnumlayers)
11414 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11415 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11417 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11419 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11421 RSurf_SetupDepthAndCulling();
11422 GL_AlphaTest(false);
11423 R_Mesh_ColorPointer(NULL, 0, 0);
11424 R_Mesh_ResetTextureState();
11425 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11426 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11427 GL_DepthMask(true);
11428 GL_BlendFunc(GL_ONE, GL_ZERO);
11429 GL_Color(0, 0, 0, 1);
11430 GL_DepthTest(writedepth);
11431 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11433 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11435 RSurf_SetupDepthAndCulling();
11436 GL_AlphaTest(false);
11437 R_Mesh_ColorPointer(NULL, 0, 0);
11438 R_Mesh_ResetTextureState();
11439 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11440 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11441 GL_DepthMask(true);
11442 GL_BlendFunc(GL_ONE, GL_ZERO);
11443 GL_DepthTest(true);
11444 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11446 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11447 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11448 else if (!rsurface.texture->currentnumlayers)
11450 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11452 // in the deferred case, transparent surfaces were queued during prepass
11453 if (!r_shadow_usingdeferredprepass)
11454 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11458 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11459 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11464 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11467 texture_t *texture;
11468 // break the surface list down into batches by texture and use of lightmapping
11469 for (i = 0;i < numsurfaces;i = j)
11472 // texture is the base texture pointer, rsurface.texture is the
11473 // current frame/skin the texture is directing us to use (for example
11474 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11475 // use skin 1 instead)
11476 texture = surfacelist[i]->texture;
11477 rsurface.texture = R_GetCurrentTexture(texture);
11478 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11479 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11481 // if this texture is not the kind we want, skip ahead to the next one
11482 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11486 // simply scan ahead until we find a different texture or lightmap state
11487 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11489 // render the range of surfaces
11490 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11494 float locboxvertex3f[6*4*3] =
11496 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11497 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11498 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11499 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11500 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11501 1,0,0, 0,0,0, 0,1,0, 1,1,0
11504 unsigned short locboxelements[6*2*3] =
11509 12,13,14, 12,14,15,
11510 16,17,18, 16,18,19,
11514 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11517 cl_locnode_t *loc = (cl_locnode_t *)ent;
11519 float vertex3f[6*4*3];
11521 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11522 GL_DepthMask(false);
11523 GL_DepthRange(0, 1);
11524 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11525 GL_DepthTest(true);
11526 GL_CullFace(GL_NONE);
11527 R_EntityMatrix(&identitymatrix);
11529 R_Mesh_VertexPointer(vertex3f, 0, 0);
11530 R_Mesh_ColorPointer(NULL, 0, 0);
11531 R_Mesh_ResetTextureState();
11532 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11534 i = surfacelist[0];
11535 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11536 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11537 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11538 surfacelist[0] < 0 ? 0.5f : 0.125f);
11540 if (VectorCompare(loc->mins, loc->maxs))
11542 VectorSet(size, 2, 2, 2);
11543 VectorMA(loc->mins, -0.5f, size, mins);
11547 VectorCopy(loc->mins, mins);
11548 VectorSubtract(loc->maxs, loc->mins, size);
11551 for (i = 0;i < 6*4*3;)
11552 for (j = 0;j < 3;j++, i++)
11553 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11555 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11558 void R_DrawLocs(void)
11561 cl_locnode_t *loc, *nearestloc;
11563 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11564 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11566 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11567 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11571 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11573 if (decalsystem->decals)
11574 Mem_Free(decalsystem->decals);
11575 memset(decalsystem, 0, sizeof(*decalsystem));
11578 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11581 tridecal_t *decals;
11584 // expand or initialize the system
11585 if (decalsystem->maxdecals <= decalsystem->numdecals)
11587 decalsystem_t old = *decalsystem;
11588 qboolean useshortelements;
11589 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11590 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11591 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)));
11592 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11593 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11594 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11595 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11596 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11597 if (decalsystem->numdecals)
11598 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11600 Mem_Free(old.decals);
11601 for (i = 0;i < decalsystem->maxdecals*3;i++)
11602 decalsystem->element3i[i] = i;
11603 if (useshortelements)
11604 for (i = 0;i < decalsystem->maxdecals*3;i++)
11605 decalsystem->element3s[i] = i;
11608 // grab a decal and search for another free slot for the next one
11609 decals = decalsystem->decals;
11610 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11611 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11613 decalsystem->freedecal = i;
11614 if (decalsystem->numdecals <= i)
11615 decalsystem->numdecals = i + 1;
11617 // initialize the decal
11619 decal->triangleindex = triangleindex;
11620 decal->surfaceindex = surfaceindex;
11621 decal->decalsequence = decalsequence;
11622 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11623 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11624 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11625 decal->color4ub[0][3] = 255;
11626 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11627 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11628 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11629 decal->color4ub[1][3] = 255;
11630 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11631 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11632 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11633 decal->color4ub[2][3] = 255;
11634 decal->vertex3f[0][0] = v0[0];
11635 decal->vertex3f[0][1] = v0[1];
11636 decal->vertex3f[0][2] = v0[2];
11637 decal->vertex3f[1][0] = v1[0];
11638 decal->vertex3f[1][1] = v1[1];
11639 decal->vertex3f[1][2] = v1[2];
11640 decal->vertex3f[2][0] = v2[0];
11641 decal->vertex3f[2][1] = v2[1];
11642 decal->vertex3f[2][2] = v2[2];
11643 decal->texcoord2f[0][0] = t0[0];
11644 decal->texcoord2f[0][1] = t0[1];
11645 decal->texcoord2f[1][0] = t1[0];
11646 decal->texcoord2f[1][1] = t1[1];
11647 decal->texcoord2f[2][0] = t2[0];
11648 decal->texcoord2f[2][1] = t2[1];
11651 extern cvar_t cl_decals_bias;
11652 extern cvar_t cl_decals_models;
11653 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11654 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)
11656 matrix4x4_t projection;
11657 decalsystem_t *decalsystem;
11660 const float *vertex3f;
11661 const msurface_t *surface;
11662 const msurface_t *surfaces;
11663 const int *surfacelist;
11664 const texture_t *texture;
11666 int numsurfacelist;
11667 int surfacelistindex;
11674 float localorigin[3];
11675 float localnormal[3];
11676 float localmins[3];
11677 float localmaxs[3];
11683 float planes[6][4];
11685 float points[2][9][3];
11689 decalsystem = &ent->decalsystem;
11690 model = ent->model;
11691 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11693 R_DecalSystem_Reset(&ent->decalsystem);
11697 if (!model->brush.data_nodes && !cl_decals_models.integer)
11699 if (decalsystem->model)
11700 R_DecalSystem_Reset(decalsystem);
11704 if (decalsystem->model != model)
11705 R_DecalSystem_Reset(decalsystem);
11706 decalsystem->model = model;
11708 RSurf_ActiveModelEntity(ent, false, false, false);
11710 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11711 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11712 VectorNormalize(localnormal);
11713 localsize = worldsize*rsurface.inversematrixscale;
11714 localmins[0] = localorigin[0] - localsize;
11715 localmins[1] = localorigin[1] - localsize;
11716 localmins[2] = localorigin[2] - localsize;
11717 localmaxs[0] = localorigin[0] + localsize;
11718 localmaxs[1] = localorigin[1] + localsize;
11719 localmaxs[2] = localorigin[2] + localsize;
11721 //VectorCopy(localnormal, planes[4]);
11722 //VectorVectors(planes[4], planes[2], planes[0]);
11723 AnglesFromVectors(angles, localnormal, NULL, false);
11724 AngleVectors(angles, planes[0], planes[2], planes[4]);
11725 VectorNegate(planes[0], planes[1]);
11726 VectorNegate(planes[2], planes[3]);
11727 VectorNegate(planes[4], planes[5]);
11728 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11729 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11730 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11731 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11732 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11733 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11738 matrix4x4_t forwardprojection;
11739 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11740 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11745 float projectionvector[4][3];
11746 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11747 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11748 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11749 projectionvector[0][0] = planes[0][0] * ilocalsize;
11750 projectionvector[0][1] = planes[1][0] * ilocalsize;
11751 projectionvector[0][2] = planes[2][0] * ilocalsize;
11752 projectionvector[1][0] = planes[0][1] * ilocalsize;
11753 projectionvector[1][1] = planes[1][1] * ilocalsize;
11754 projectionvector[1][2] = planes[2][1] * ilocalsize;
11755 projectionvector[2][0] = planes[0][2] * ilocalsize;
11756 projectionvector[2][1] = planes[1][2] * ilocalsize;
11757 projectionvector[2][2] = planes[2][2] * ilocalsize;
11758 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11759 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11760 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11761 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11765 dynamic = model->surfmesh.isanimated;
11766 vertex3f = rsurface.modelvertex3f;
11767 numsurfacelist = model->nummodelsurfaces;
11768 surfacelist = model->sortedmodelsurfaces;
11769 surfaces = model->data_surfaces;
11770 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11772 surfaceindex = surfacelist[surfacelistindex];
11773 surface = surfaces + surfaceindex;
11774 // check cull box first because it rejects more than any other check
11775 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11777 // skip transparent surfaces
11778 texture = surface->texture;
11779 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11781 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11783 numtriangles = surface->num_triangles;
11784 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11786 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11788 index = 3*e[cornerindex];
11789 VectorCopy(vertex3f + index, v[cornerindex]);
11792 //TriangleNormal(v[0], v[1], v[2], normal);
11793 //if (DotProduct(normal, localnormal) < 0.0f)
11795 // clip by each of the box planes formed from the projection matrix
11796 // if anything survives, we emit the decal
11797 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]);
11800 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]);
11803 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]);
11806 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]);
11809 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]);
11812 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]);
11815 // some part of the triangle survived, so we have to accept it...
11818 // dynamic always uses the original triangle
11820 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11822 index = 3*e[cornerindex];
11823 VectorCopy(vertex3f + index, v[cornerindex]);
11826 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11828 // convert vertex positions to texcoords
11829 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11830 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11831 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11832 // calculate distance fade from the projection origin
11833 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11834 f = bound(0.0f, f, 1.0f);
11835 c[cornerindex][0] = r * f;
11836 c[cornerindex][1] = g * f;
11837 c[cornerindex][2] = b * f;
11838 c[cornerindex][3] = 1.0f;
11839 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11842 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);
11844 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11845 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);
11850 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11851 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11853 int renderentityindex;
11854 float worldmins[3];
11855 float worldmaxs[3];
11856 entity_render_t *ent;
11858 if (!cl_decals_newsystem.integer)
11861 worldmins[0] = worldorigin[0] - worldsize;
11862 worldmins[1] = worldorigin[1] - worldsize;
11863 worldmins[2] = worldorigin[2] - worldsize;
11864 worldmaxs[0] = worldorigin[0] + worldsize;
11865 worldmaxs[1] = worldorigin[1] + worldsize;
11866 worldmaxs[2] = worldorigin[2] + worldsize;
11868 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11870 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11872 ent = r_refdef.scene.entities[renderentityindex];
11873 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11876 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11880 typedef struct r_decalsystem_splatqueue_s
11882 vec3_t worldorigin;
11883 vec3_t worldnormal;
11889 r_decalsystem_splatqueue_t;
11891 int r_decalsystem_numqueued = 0;
11892 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11894 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11896 r_decalsystem_splatqueue_t *queue;
11898 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11901 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11902 VectorCopy(worldorigin, queue->worldorigin);
11903 VectorCopy(worldnormal, queue->worldnormal);
11904 Vector4Set(queue->color, r, g, b, a);
11905 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11906 queue->worldsize = worldsize;
11907 queue->decalsequence = cl.decalsequence++;
11910 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11913 r_decalsystem_splatqueue_t *queue;
11915 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11916 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11917 r_decalsystem_numqueued = 0;
11920 extern cvar_t cl_decals_max;
11921 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11924 decalsystem_t *decalsystem = &ent->decalsystem;
11931 if (!decalsystem->numdecals)
11934 if (r_showsurfaces.integer)
11937 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11939 R_DecalSystem_Reset(decalsystem);
11943 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11944 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11946 if (decalsystem->lastupdatetime)
11947 frametime = (cl.time - decalsystem->lastupdatetime);
11950 decalsystem->lastupdatetime = cl.time;
11951 decal = decalsystem->decals;
11952 numdecals = decalsystem->numdecals;
11954 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11956 if (decal->color4ub[0][3])
11958 decal->lived += frametime;
11959 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11961 memset(decal, 0, sizeof(*decal));
11962 if (decalsystem->freedecal > i)
11963 decalsystem->freedecal = i;
11967 decal = decalsystem->decals;
11968 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11971 // collapse the array by shuffling the tail decals into the gaps
11974 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11975 decalsystem->freedecal++;
11976 if (decalsystem->freedecal == numdecals)
11978 decal[decalsystem->freedecal] = decal[--numdecals];
11981 decalsystem->numdecals = numdecals;
11983 if (numdecals <= 0)
11985 // if there are no decals left, reset decalsystem
11986 R_DecalSystem_Reset(decalsystem);
11990 extern skinframe_t *decalskinframe;
11991 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11994 decalsystem_t *decalsystem = &ent->decalsystem;
12003 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12006 numdecals = decalsystem->numdecals;
12010 if (r_showsurfaces.integer)
12013 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12015 R_DecalSystem_Reset(decalsystem);
12019 // if the model is static it doesn't matter what value we give for
12020 // wantnormals and wanttangents, so this logic uses only rules applicable
12021 // to a model, knowing that they are meaningless otherwise
12022 if (ent == r_refdef.scene.worldentity)
12023 RSurf_ActiveWorldEntity();
12025 RSurf_ActiveModelEntity(ent, false, false, false);
12027 decalsystem->lastupdatetime = cl.time;
12028 decal = decalsystem->decals;
12030 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12032 // update vertex positions for animated models
12033 v3f = decalsystem->vertex3f;
12034 c4f = decalsystem->color4f;
12035 t2f = decalsystem->texcoord2f;
12036 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12038 if (!decal->color4ub[0][3])
12041 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12044 // update color values for fading decals
12045 if (decal->lived >= cl_decals_time.value)
12047 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12048 alpha *= (1.0f/255.0f);
12051 alpha = 1.0f/255.0f;
12053 c4f[ 0] = decal->color4ub[0][0] * alpha;
12054 c4f[ 1] = decal->color4ub[0][1] * alpha;
12055 c4f[ 2] = decal->color4ub[0][2] * alpha;
12057 c4f[ 4] = decal->color4ub[1][0] * alpha;
12058 c4f[ 5] = decal->color4ub[1][1] * alpha;
12059 c4f[ 6] = decal->color4ub[1][2] * alpha;
12061 c4f[ 8] = decal->color4ub[2][0] * alpha;
12062 c4f[ 9] = decal->color4ub[2][1] * alpha;
12063 c4f[10] = decal->color4ub[2][2] * alpha;
12066 t2f[0] = decal->texcoord2f[0][0];
12067 t2f[1] = decal->texcoord2f[0][1];
12068 t2f[2] = decal->texcoord2f[1][0];
12069 t2f[3] = decal->texcoord2f[1][1];
12070 t2f[4] = decal->texcoord2f[2][0];
12071 t2f[5] = decal->texcoord2f[2][1];
12073 // update vertex positions for animated models
12074 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12076 e = rsurface.modelelement3i + 3*decal->triangleindex;
12077 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12078 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12079 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12083 VectorCopy(decal->vertex3f[0], v3f);
12084 VectorCopy(decal->vertex3f[1], v3f + 3);
12085 VectorCopy(decal->vertex3f[2], v3f + 6);
12088 if (r_refdef.fogenabled)
12090 alpha = RSurf_FogVertex(v3f);
12091 VectorScale(c4f, alpha, c4f);
12092 alpha = RSurf_FogVertex(v3f + 3);
12093 VectorScale(c4f + 4, alpha, c4f + 4);
12094 alpha = RSurf_FogVertex(v3f + 6);
12095 VectorScale(c4f + 8, alpha, c4f + 8);
12106 r_refdef.stats.drawndecals += numtris;
12108 // now render the decals all at once
12109 // (this assumes they all use one particle font texture!)
12110 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12111 R_Mesh_ResetTextureState();
12112 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12113 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12114 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12115 GL_DepthMask(false);
12116 GL_DepthRange(0, 1);
12117 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12118 GL_DepthTest(true);
12119 GL_CullFace(GL_NONE);
12120 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12121 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12122 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12126 static void R_DrawModelDecals(void)
12130 // fade faster when there are too many decals
12131 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12132 for (i = 0;i < r_refdef.scene.numentities;i++)
12133 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12135 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12136 for (i = 0;i < r_refdef.scene.numentities;i++)
12137 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12138 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12140 R_DecalSystem_ApplySplatEntitiesQueue();
12142 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12143 for (i = 0;i < r_refdef.scene.numentities;i++)
12144 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12146 r_refdef.stats.totaldecals += numdecals;
12148 if (r_showsurfaces.integer)
12151 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12153 for (i = 0;i < r_refdef.scene.numentities;i++)
12155 if (!r_refdef.viewcache.entityvisible[i])
12157 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12158 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12162 extern cvar_t mod_collision_bih;
12163 void R_DrawDebugModel(void)
12165 entity_render_t *ent = rsurface.entity;
12166 int i, j, k, l, flagsmask;
12167 const msurface_t *surface;
12168 dp_model_t *model = ent->model;
12171 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12173 R_Mesh_ColorPointer(NULL, 0, 0);
12174 R_Mesh_ResetTextureState();
12175 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12176 GL_DepthRange(0, 1);
12177 GL_DepthTest(!r_showdisabledepthtest.integer);
12178 GL_DepthMask(false);
12179 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12181 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12185 qboolean cullbox = ent == r_refdef.scene.worldentity;
12186 const q3mbrush_t *brush;
12187 const bih_t *bih = &model->collision_bih;
12188 const bih_leaf_t *bihleaf;
12189 float vertex3f[3][3];
12190 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12192 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12194 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12196 switch (bihleaf->type)
12199 brush = model->brush.data_brushes + bihleaf->itemindex;
12200 if (brush->colbrushf && brush->colbrushf->numtriangles)
12202 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12203 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12204 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12207 case BIH_COLLISIONTRIANGLE:
12208 triangleindex = bihleaf->itemindex;
12209 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12210 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12211 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12212 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12213 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12214 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12216 case BIH_RENDERTRIANGLE:
12217 triangleindex = bihleaf->itemindex;
12218 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12219 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12220 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12221 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12222 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12223 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12229 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12231 if (r_showtris.integer || r_shownormals.integer)
12233 if (r_showdisabledepthtest.integer)
12235 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12236 GL_DepthMask(false);
12240 GL_BlendFunc(GL_ONE, GL_ZERO);
12241 GL_DepthMask(true);
12243 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12245 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12247 rsurface.texture = R_GetCurrentTexture(surface->texture);
12248 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12250 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12251 if (r_showtris.value > 0)
12253 if (!rsurface.texture->currentlayers->depthmask)
12254 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12255 else if (ent == r_refdef.scene.worldentity)
12256 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12258 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12259 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12260 R_Mesh_ColorPointer(NULL, 0, 0);
12261 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12262 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12263 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12264 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12265 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12268 if (r_shownormals.value < 0)
12270 qglBegin(GL_LINES);
12271 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12273 VectorCopy(rsurface.vertex3f + l * 3, v);
12274 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12275 qglVertex3f(v[0], v[1], v[2]);
12276 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12277 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12278 qglVertex3f(v[0], v[1], v[2]);
12283 if (r_shownormals.value > 0)
12285 qglBegin(GL_LINES);
12286 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12288 VectorCopy(rsurface.vertex3f + l * 3, v);
12289 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12290 qglVertex3f(v[0], v[1], v[2]);
12291 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12292 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12293 qglVertex3f(v[0], v[1], v[2]);
12297 qglBegin(GL_LINES);
12298 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12300 VectorCopy(rsurface.vertex3f + l * 3, v);
12301 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12302 qglVertex3f(v[0], v[1], v[2]);
12303 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12304 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12305 qglVertex3f(v[0], v[1], v[2]);
12309 qglBegin(GL_LINES);
12310 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12312 VectorCopy(rsurface.vertex3f + l * 3, v);
12313 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12314 qglVertex3f(v[0], v[1], v[2]);
12315 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12316 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12317 qglVertex3f(v[0], v[1], v[2]);
12324 rsurface.texture = NULL;
12328 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12329 int r_maxsurfacelist = 0;
12330 const msurface_t **r_surfacelist = NULL;
12331 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12333 int i, j, endj, flagsmask;
12334 dp_model_t *model = r_refdef.scene.worldmodel;
12335 msurface_t *surfaces;
12336 unsigned char *update;
12337 int numsurfacelist = 0;
12341 if (r_maxsurfacelist < model->num_surfaces)
12343 r_maxsurfacelist = model->num_surfaces;
12345 Mem_Free((msurface_t**)r_surfacelist);
12346 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12349 RSurf_ActiveWorldEntity();
12351 surfaces = model->data_surfaces;
12352 update = model->brushq1.lightmapupdateflags;
12354 // update light styles on this submodel
12355 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12357 model_brush_lightstyleinfo_t *style;
12358 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12360 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12362 int *list = style->surfacelist;
12363 style->value = r_refdef.scene.lightstylevalue[style->style];
12364 for (j = 0;j < style->numsurfaces;j++)
12365 update[list[j]] = true;
12370 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12374 R_DrawDebugModel();
12375 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12379 rsurface.uselightmaptexture = false;
12380 rsurface.texture = NULL;
12381 rsurface.rtlight = NULL;
12382 numsurfacelist = 0;
12383 // add visible surfaces to draw list
12384 for (i = 0;i < model->nummodelsurfaces;i++)
12386 j = model->sortedmodelsurfaces[i];
12387 if (r_refdef.viewcache.world_surfacevisible[j])
12388 r_surfacelist[numsurfacelist++] = surfaces + j;
12390 // update lightmaps if needed
12391 if (model->brushq1.firstrender)
12393 model->brushq1.firstrender = false;
12394 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12396 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12400 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12401 if (r_refdef.viewcache.world_surfacevisible[j])
12403 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12405 // don't do anything if there were no surfaces
12406 if (!numsurfacelist)
12408 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12411 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12412 GL_AlphaTest(false);
12414 // add to stats if desired
12415 if (r_speeds.integer && !skysurfaces && !depthonly)
12417 r_refdef.stats.world_surfaces += numsurfacelist;
12418 for (j = 0;j < numsurfacelist;j++)
12419 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12422 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12425 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12427 int i, j, endj, flagsmask;
12428 dp_model_t *model = ent->model;
12429 msurface_t *surfaces;
12430 unsigned char *update;
12431 int numsurfacelist = 0;
12435 if (r_maxsurfacelist < model->num_surfaces)
12437 r_maxsurfacelist = model->num_surfaces;
12439 Mem_Free((msurface_t **)r_surfacelist);
12440 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12443 // if the model is static it doesn't matter what value we give for
12444 // wantnormals and wanttangents, so this logic uses only rules applicable
12445 // to a model, knowing that they are meaningless otherwise
12446 if (ent == r_refdef.scene.worldentity)
12447 RSurf_ActiveWorldEntity();
12448 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12449 RSurf_ActiveModelEntity(ent, false, false, false);
12451 RSurf_ActiveModelEntity(ent, true, true, true);
12452 else if (depthonly)
12454 switch (vid.renderpath)
12456 case RENDERPATH_GL20:
12457 case RENDERPATH_CGGL:
12458 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12460 case RENDERPATH_GL13:
12461 case RENDERPATH_GL11:
12462 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12468 switch (vid.renderpath)
12470 case RENDERPATH_GL20:
12471 case RENDERPATH_CGGL:
12472 RSurf_ActiveModelEntity(ent, true, true, false);
12474 case RENDERPATH_GL13:
12475 case RENDERPATH_GL11:
12476 RSurf_ActiveModelEntity(ent, true, false, false);
12481 surfaces = model->data_surfaces;
12482 update = model->brushq1.lightmapupdateflags;
12484 // update light styles
12485 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12487 model_brush_lightstyleinfo_t *style;
12488 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12490 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12492 int *list = style->surfacelist;
12493 style->value = r_refdef.scene.lightstylevalue[style->style];
12494 for (j = 0;j < style->numsurfaces;j++)
12495 update[list[j]] = true;
12500 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12504 R_DrawDebugModel();
12505 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12509 rsurface.uselightmaptexture = false;
12510 rsurface.texture = NULL;
12511 rsurface.rtlight = NULL;
12512 numsurfacelist = 0;
12513 // add visible surfaces to draw list
12514 for (i = 0;i < model->nummodelsurfaces;i++)
12515 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12516 // don't do anything if there were no surfaces
12517 if (!numsurfacelist)
12519 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12522 // update lightmaps if needed
12526 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12531 R_BuildLightMap(ent, surfaces + j);
12536 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12538 R_BuildLightMap(ent, surfaces + j);
12539 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12540 GL_AlphaTest(false);
12542 // add to stats if desired
12543 if (r_speeds.integer && !skysurfaces && !depthonly)
12545 r_refdef.stats.entities_surfaces += numsurfacelist;
12546 for (j = 0;j < numsurfacelist;j++)
12547 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12550 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12553 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12555 static texture_t texture;
12556 static msurface_t surface;
12557 const msurface_t *surfacelist = &surface;
12559 // fake enough texture and surface state to render this geometry
12561 texture.update_lastrenderframe = -1; // regenerate this texture
12562 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12563 texture.currentskinframe = skinframe;
12564 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12565 texture.offsetmapping = OFFSETMAPPING_OFF;
12566 texture.offsetscale = 1;
12567 texture.specularscalemod = 1;
12568 texture.specularpowermod = 1;
12570 surface.texture = &texture;
12571 surface.num_triangles = numtriangles;
12572 surface.num_firsttriangle = firsttriangle;
12573 surface.num_vertices = numvertices;
12574 surface.num_firstvertex = firstvertex;
12577 rsurface.texture = R_GetCurrentTexture(surface.texture);
12578 rsurface.uselightmaptexture = false;
12579 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12582 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12584 static msurface_t surface;
12585 const msurface_t *surfacelist = &surface;
12587 // fake enough texture and surface state to render this geometry
12589 surface.texture = texture;
12590 surface.num_triangles = numtriangles;
12591 surface.num_firsttriangle = firsttriangle;
12592 surface.num_vertices = numvertices;
12593 surface.num_firstvertex = firstvertex;
12596 rsurface.texture = R_GetCurrentTexture(surface.texture);
12597 rsurface.uselightmaptexture = false;
12598 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);