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"
30 mempool_t *r_main_mempool;
31 rtexturepool_t *r_main_texturepool;
33 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35 static qboolean r_loadnormalmap;
36 static qboolean r_loadgloss;
38 static qboolean r_loaddds;
39 static qboolean r_savedds;
46 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
47 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
48 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
49 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
50 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)"};
51 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
52 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
53 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
56 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"};
57 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
58 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)"};
59 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61 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"};
62 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
63 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
64 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
65 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
66 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
67 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)"};
68 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
69 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
70 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"};
71 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"};
72 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
73 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"};
74 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"};
75 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"};
76 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
77 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
78 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
79 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
80 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
81 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)"};
82 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)"};
83 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
84 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
85 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
86 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
87 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
88 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
89 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
90 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."};
91 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
92 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
93 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
94 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."};
95 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
96 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
97 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
98 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
99 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"};
100 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"};
101 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
102 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
104 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
105 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"};
107 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
108 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
109 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
110 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
111 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
112 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
113 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
114 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116 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)"};
117 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"};
119 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
126 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
127 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129 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)"};
130 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
131 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
132 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
133 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
134 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)"};
135 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)"};
136 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)"};
137 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)"};
139 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)"};
140 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
141 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"};
142 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
143 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
145 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
146 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
147 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
148 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
150 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
151 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
152 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
153 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
154 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
155 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
156 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
158 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
159 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
160 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
161 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)"};
163 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"};
165 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"};
167 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
169 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
170 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
171 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"};
172 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
173 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
174 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
175 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
176 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)"};
178 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180 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)"};
182 extern cvar_t v_glslgamma;
184 extern qboolean v_flipped_state;
186 static struct r_bloomstate_s
191 int bloomwidth, bloomheight;
193 int screentexturewidth, screentextureheight;
194 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196 int bloomtexturewidth, bloomtextureheight;
197 rtexture_t *texture_bloom;
199 // arrays for rendering the screen passes
200 float screentexcoord2f[8];
201 float bloomtexcoord2f[8];
202 float offsettexcoord2f[8];
204 r_viewport_t viewport;
208 r_waterstate_t r_waterstate;
210 /// shadow volume bsp struct with automatically growing nodes buffer
213 rtexture_t *r_texture_blanknormalmap;
214 rtexture_t *r_texture_white;
215 rtexture_t *r_texture_grey128;
216 rtexture_t *r_texture_black;
217 rtexture_t *r_texture_notexture;
218 rtexture_t *r_texture_whitecube;
219 rtexture_t *r_texture_normalizationcube;
220 rtexture_t *r_texture_fogattenuation;
221 rtexture_t *r_texture_gammaramps;
222 unsigned int r_texture_gammaramps_serial;
223 //rtexture_t *r_texture_fogintensity;
224 rtexture_t *r_texture_reflectcube;
226 // TODO: hash lookups?
227 typedef struct cubemapinfo_s
234 int r_texture_numcubemaps;
235 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
237 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
238 unsigned int r_numqueries;
239 unsigned int r_maxqueries;
241 typedef struct r_qwskincache_s
243 char name[MAX_QPATH];
244 skinframe_t *skinframe;
248 static r_qwskincache_t *r_qwskincache;
249 static int r_qwskincache_size;
251 /// vertex coordinates for a quad that covers the screen exactly
252 const float r_screenvertex3f[12] =
260 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 for (i = 0;i < verts;i++)
274 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 for (i = 0;i < verts;i++)
287 // FIXME: move this to client?
290 if (gamemode == GAME_NEHAHRA)
292 Cvar_Set("gl_fogenable", "0");
293 Cvar_Set("gl_fogdensity", "0.2");
294 Cvar_Set("gl_fogred", "0.3");
295 Cvar_Set("gl_foggreen", "0.3");
296 Cvar_Set("gl_fogblue", "0.3");
298 r_refdef.fog_density = 0;
299 r_refdef.fog_red = 0;
300 r_refdef.fog_green = 0;
301 r_refdef.fog_blue = 0;
302 r_refdef.fog_alpha = 1;
303 r_refdef.fog_start = 0;
304 r_refdef.fog_end = 16384;
305 r_refdef.fog_height = 1<<30;
306 r_refdef.fog_fadedepth = 128;
309 static void R_BuildBlankTextures(void)
311 unsigned char data[4];
312 data[2] = 128; // normal X
313 data[1] = 128; // normal Y
314 data[0] = 255; // normal Z
315 data[3] = 128; // height
316 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
321 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
331 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 static void R_BuildNoTexture(void)
337 unsigned char pix[16][16][4];
338 // this makes a light grey/dark grey checkerboard texture
339 for (y = 0;y < 16;y++)
341 for (x = 0;x < 16;x++)
343 if ((y < 8) ^ (x < 8))
359 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
362 static void R_BuildWhiteCube(void)
364 unsigned char data[6*1*1*4];
365 memset(data, 255, sizeof(data));
366 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
369 static void R_BuildNormalizationCube(void)
373 vec_t s, t, intensity;
376 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
377 for (side = 0;side < 6;side++)
379 for (y = 0;y < NORMSIZE;y++)
381 for (x = 0;x < NORMSIZE;x++)
383 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
419 intensity = 127.0f / sqrt(DotProduct(v, v));
420 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
421 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
422 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
423 data[((side*64+y)*64+x)*4+3] = 255;
427 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431 static void R_BuildFogTexture(void)
435 unsigned char data1[FOGWIDTH][4];
436 //unsigned char data2[FOGWIDTH][4];
439 r_refdef.fogmasktable_start = r_refdef.fog_start;
440 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
441 r_refdef.fogmasktable_range = r_refdef.fogrange;
442 r_refdef.fogmasktable_density = r_refdef.fog_density;
444 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
445 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
447 d = (x * r - r_refdef.fogmasktable_start);
448 if(developer_extra.integer)
449 Con_DPrintf("%f ", d);
451 if (r_fog_exp2.integer)
452 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
454 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
455 if(developer_extra.integer)
456 Con_DPrintf(" : %f ", alpha);
457 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
458 if(developer_extra.integer)
459 Con_DPrintf(" = %f\n", alpha);
460 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
463 for (x = 0;x < FOGWIDTH;x++)
465 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
470 //data2[x][0] = 255 - b;
471 //data2[x][1] = 255 - b;
472 //data2[x][2] = 255 - b;
475 if (r_texture_fogattenuation)
477 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
478 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482 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);
483 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487 //=======================================================================================================================================================
489 static const char *builtinshaderstring =
490 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
491 "// written by Forest 'LordHavoc' Hale\n"
492 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
494 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
497 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
498 "#define USELIGHTMAP\n"
500 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
501 "#define USEEYEVECTOR\n"
504 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
505 "# extension GL_ARB_texture_rectangle : enable\n"
508 "#ifdef USESHADOWMAP2D\n"
509 "# ifdef GL_EXT_gpu_shader4\n"
510 "# extension GL_EXT_gpu_shader4 : enable\n"
512 "# ifdef GL_ARB_texture_gather\n"
513 "# extension GL_ARB_texture_gather : enable\n"
515 "# ifdef GL_AMD_texture_texture4\n"
516 "# extension GL_AMD_texture_texture4 : enable\n"
521 "#ifdef USESHADOWMAPCUBE\n"
522 "# extension GL_EXT_gpu_shader4 : enable\n"
525 "//#ifdef USESHADOWSAMPLER\n"
526 "//# extension GL_ARB_shadow : enable\n"
529 "//#ifdef __GLSL_CG_DATA_TYPES\n"
530 "//# define myhalf half\n"
531 "//# define myhalf2 half2\n"
532 "//# define myhalf3 half3\n"
533 "//# define myhalf4 half4\n"
535 "# define myhalf float\n"
536 "# define myhalf2 vec2\n"
537 "# define myhalf3 vec3\n"
538 "# define myhalf4 vec4\n"
541 "#ifdef VERTEX_SHADER\n"
542 "uniform mat4 ModelViewProjectionMatrix;\n"
545 "#ifdef MODE_DEPTH_OR_SHADOW\n"
546 "#ifdef VERTEX_SHADER\n"
549 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
552 "#else // !MODE_DEPTH_ORSHADOW\n"
557 "#ifdef MODE_SHOWDEPTH\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
566 "#ifdef FRAGMENT_SHADER\n"
569 " gl_FragColor = gl_Color;\n"
572 "#else // !MODE_SHOWDEPTH\n"
577 "#ifdef MODE_POSTPROCESS\n"
578 "varying vec2 TexCoord1;\n"
579 "varying vec2 TexCoord2;\n"
581 "#ifdef VERTEX_SHADER\n"
584 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
585 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
587 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
592 "#ifdef FRAGMENT_SHADER\n"
593 "uniform sampler2D Texture_First;\n"
595 "uniform sampler2D Texture_Second;\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "uniform sampler2D Texture_GammaRamps;\n"
600 "#ifdef USESATURATION\n"
601 "uniform float Saturation;\n"
603 "#ifdef USEVIEWTINT\n"
604 "uniform vec4 ViewTintColor;\n"
606 "//uncomment these if you want to use them:\n"
607 "uniform vec4 UserVec1;\n"
608 "// uniform vec4 UserVec2;\n"
609 "// uniform vec4 UserVec3;\n"
610 "// uniform vec4 UserVec4;\n"
611 "// uniform float ClientTime;\n"
612 "uniform vec2 PixelSize;\n"
615 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
617 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
619 "#ifdef USEVIEWTINT\n"
620 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
623 "#ifdef USEPOSTPROCESSING\n"
624 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
625 "// 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"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
629 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
630 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
631 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
634 "#ifdef USESATURATION\n"
635 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
636 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
637 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
638 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
641 "#ifdef USEGAMMARAMPS\n"
642 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
643 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
644 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
648 "#else // !MODE_POSTPROCESS\n"
653 "#ifdef MODE_GENERIC\n"
654 "#ifdef USEDIFFUSE\n"
655 "varying vec2 TexCoord1;\n"
657 "#ifdef USESPECULAR\n"
658 "varying vec2 TexCoord2;\n"
660 "#ifdef VERTEX_SHADER\n"
663 " gl_FrontColor = gl_Color;\n"
664 "#ifdef USEDIFFUSE\n"
665 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
667 "#ifdef USESPECULAR\n"
668 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
670 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
674 "#ifdef FRAGMENT_SHADER\n"
675 "#ifdef USEDIFFUSE\n"
676 "uniform sampler2D Texture_First;\n"
678 "#ifdef USESPECULAR\n"
679 "uniform sampler2D Texture_Second;\n"
684 " gl_FragColor = gl_Color;\n"
685 "#ifdef USEDIFFUSE\n"
686 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
689 "#ifdef USESPECULAR\n"
690 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
691 "# ifdef USECOLORMAPPING\n"
692 " gl_FragColor *= tex2;\n"
695 " gl_FragColor += tex2;\n"
697 "# ifdef USEVERTEXTEXTUREBLEND\n"
698 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
703 "#else // !MODE_GENERIC\n"
708 "#ifdef MODE_BLOOMBLUR\n"
709 "varying TexCoord;\n"
710 "#ifdef VERTEX_SHADER\n"
713 " gl_FrontColor = gl_Color;\n"
714 " TexCoord = gl_MultiTexCoord0.xy;\n"
715 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
719 "#ifdef FRAGMENT_SHADER\n"
720 "uniform sampler2D Texture_First;\n"
721 "uniform vec4 BloomBlur_Parameters;\n"
726 " vec2 tc = TexCoord;\n"
727 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
728 " tc += BloomBlur_Parameters.xy;\n"
729 " for (i = 1;i < SAMPLES;i++)\n"
731 " color += texture2D(Texture_First, tc).rgb;\n"
732 " tc += BloomBlur_Parameters.xy;\n"
734 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
737 "#else // !MODE_BLOOMBLUR\n"
738 "#ifdef MODE_REFRACTION\n"
739 "varying vec2 TexCoord;\n"
740 "varying vec4 ModelViewProjectionPosition;\n"
741 "uniform mat4 TexMatrix;\n"
742 "#ifdef VERTEX_SHADER\n"
746 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
747 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
748 " ModelViewProjectionPosition = gl_Position;\n"
752 "#ifdef FRAGMENT_SHADER\n"
753 "uniform sampler2D Texture_Normal;\n"
754 "uniform sampler2D Texture_Refraction;\n"
755 "uniform sampler2D Texture_Reflection;\n"
757 "uniform vec4 DistortScaleRefractReflect;\n"
758 "uniform vec4 ScreenScaleRefractReflect;\n"
759 "uniform vec4 ScreenCenterRefractReflect;\n"
760 "uniform vec4 RefractColor;\n"
761 "uniform vec4 ReflectColor;\n"
762 "uniform float ReflectFactor;\n"
763 "uniform float ReflectOffset;\n"
767 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
768 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
769 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
770 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
771 " // FIXME temporary hack to detect the case that the reflection\n"
772 " // gets blackened at edges due to leaving the area that contains actual\n"
774 " // Remove this 'ack once we have a better way to stop this thing from\n"
776 " float 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 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
779 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
780 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
781 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
784 "#else // !MODE_REFRACTION\n"
789 "#ifdef MODE_WATER\n"
790 "varying vec2 TexCoord;\n"
791 "varying vec3 EyeVector;\n"
792 "varying vec4 ModelViewProjectionPosition;\n"
793 "#ifdef VERTEX_SHADER\n"
794 "uniform vec3 EyePosition;\n"
795 "uniform mat4 TexMatrix;\n"
799 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
800 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
801 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
802 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
803 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
804 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#ifdef FRAGMENT_SHADER\n"
810 "uniform sampler2D Texture_Normal;\n"
811 "uniform sampler2D Texture_Refraction;\n"
812 "uniform sampler2D Texture_Reflection;\n"
814 "uniform vec4 DistortScaleRefractReflect;\n"
815 "uniform vec4 ScreenScaleRefractReflect;\n"
816 "uniform vec4 ScreenCenterRefractReflect;\n"
817 "uniform vec4 RefractColor;\n"
818 "uniform vec4 ReflectColor;\n"
819 "uniform float ReflectFactor;\n"
820 "uniform float ReflectOffset;\n"
824 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
825 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
826 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
827 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
828 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
829 " // FIXME temporary hack to detect the case that the reflection\n"
830 " // gets blackened at edges due to leaving the area that contains actual\n"
832 " // Remove this 'ack once we have a better way to stop this thing from\n"
834 " float 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 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
838 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
842 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
843 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
844 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
845 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
848 "#else // !MODE_WATER\n"
853 "// common definitions between vertex shader and fragment shader:\n"
855 "varying vec2 TexCoord;\n"
856 "#ifdef USEVERTEXTEXTUREBLEND\n"
857 "varying vec2 TexCoord2;\n"
859 "#ifdef USELIGHTMAP\n"
860 "varying vec2 TexCoordLightmap;\n"
863 "#ifdef MODE_LIGHTSOURCE\n"
864 "varying vec3 CubeVector;\n"
867 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
868 "varying vec3 LightVector;\n"
871 "#ifdef USEEYEVECTOR\n"
872 "varying vec3 EyeVector;\n"
875 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
878 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
879 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
880 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
881 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
884 "#ifdef USEREFLECTION\n"
885 "varying vec4 ModelViewProjectionPosition;\n"
887 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
888 "uniform vec3 LightPosition;\n"
889 "varying vec4 ModelViewPosition;\n"
892 "#ifdef MODE_LIGHTSOURCE\n"
893 "uniform vec3 LightPosition;\n"
895 "uniform vec3 EyePosition;\n"
896 "#ifdef MODE_LIGHTDIRECTION\n"
897 "uniform vec3 LightDir;\n"
899 "uniform vec4 FogPlane;\n"
901 "#ifdef USESHADOWMAPORTHO\n"
902 "varying vec3 ShadowMapTC;\n"
909 "// 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"
911 "// fragment shader specific:\n"
912 "#ifdef FRAGMENT_SHADER\n"
914 "uniform sampler2D Texture_Normal;\n"
915 "uniform sampler2D Texture_Color;\n"
916 "uniform sampler2D Texture_Gloss;\n"
918 "uniform sampler2D Texture_Glow;\n"
920 "#ifdef USEVERTEXTEXTUREBLEND\n"
921 "uniform sampler2D Texture_SecondaryNormal;\n"
922 "uniform sampler2D Texture_SecondaryColor;\n"
923 "uniform sampler2D Texture_SecondaryGloss;\n"
925 "uniform sampler2D Texture_SecondaryGlow;\n"
928 "#ifdef USECOLORMAPPING\n"
929 "uniform sampler2D Texture_Pants;\n"
930 "uniform sampler2D Texture_Shirt;\n"
933 "uniform sampler2D Texture_FogMask;\n"
935 "#ifdef USELIGHTMAP\n"
936 "uniform sampler2D Texture_Lightmap;\n"
938 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
939 "uniform sampler2D Texture_Deluxemap;\n"
941 "#ifdef USEREFLECTION\n"
942 "uniform sampler2D Texture_Reflection;\n"
945 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
946 "uniform sampler2D Texture_ScreenDepth;\n"
947 "uniform sampler2D Texture_ScreenNormalMap;\n"
949 "#ifdef USEDEFERREDLIGHTMAP\n"
950 "uniform sampler2D Texture_ScreenDiffuse;\n"
951 "uniform sampler2D Texture_ScreenSpecular;\n"
954 "uniform myhalf3 Color_Pants;\n"
955 "uniform myhalf3 Color_Shirt;\n"
956 "uniform myhalf3 FogColor;\n"
959 "uniform float FogRangeRecip;\n"
960 "uniform float FogPlaneViewDist;\n"
961 "uniform float FogHeightFade;\n"
962 "float FogVertex(void)\n"
964 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
965 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
967 "#ifdef USEFOGOUTSIDE\n"
968 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
970 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
972 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
976 "#ifdef USEOFFSETMAPPING\n"
977 "uniform float OffsetMapping_Scale;\n"
978 "vec2 OffsetMapping(vec2 TexCoord)\n"
980 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
981 " // 14 sample relief mapping: linear search and then binary search\n"
982 " // this basically steps forward a small amount repeatedly until it finds\n"
983 " // itself inside solid, then jitters forward and back using decreasing\n"
984 " // amounts to find the impact\n"
985 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
986 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
987 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
988 " vec3 RT = vec3(TexCoord, 1);\n"
989 " OffsetVector *= 0.1;\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);\n"
998 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1002 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1003 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1006 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1007 " // this basically moves forward the full distance, and then backs up based\n"
1008 " // on height of samples\n"
1009 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1010 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1011 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1012 " TexCoord += OffsetVector;\n"
1013 " OffsetVector *= 0.333;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1016 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1017 " return TexCoord;\n"
1020 "#endif // USEOFFSETMAPPING\n"
1022 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1023 "uniform sampler2D Texture_Attenuation;\n"
1024 "uniform samplerCube Texture_Cube;\n"
1027 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1029 "#ifdef USESHADOWMAPRECT\n"
1030 "# ifdef USESHADOWSAMPLER\n"
1031 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1033 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1037 "#ifdef USESHADOWMAP2D\n"
1038 "# ifdef USESHADOWSAMPLER\n"
1039 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1041 "uniform sampler2D Texture_ShadowMap2D;\n"
1045 "#ifdef USESHADOWMAPVSDCT\n"
1046 "uniform samplerCube Texture_CubeProjection;\n"
1049 "#ifdef USESHADOWMAPCUBE\n"
1050 "# ifdef USESHADOWSAMPLER\n"
1051 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1053 "uniform samplerCube Texture_ShadowMapCube;\n"
1057 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1058 "uniform vec2 ShadowMap_TextureScale;\n"
1059 "uniform vec4 ShadowMap_Parameters;\n"
1062 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1063 "# ifdef USESHADOWMAPORTHO\n"
1064 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1066 "# ifdef USESHADOWMAPVSDCT\n"
1067 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1069 " vec3 adir = abs(dir);\n"
1070 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1071 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1072 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1075 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1077 " vec3 adir = abs(dir);\n"
1078 " float ma = adir.z;\n"
1079 " vec4 proj = vec4(dir, 2.5);\n"
1080 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1081 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1082 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1083 " 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"
1087 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1089 "#ifdef USESHADOWMAPCUBE\n"
1090 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1092 " vec3 adir = abs(dir);\n"
1093 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1097 "# ifdef USESHADOWMAPRECT\n"
1098 "float ShadowMapCompare(vec3 dir)\n"
1100 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1102 "# ifdef USESHADOWSAMPLER\n"
1104 "# ifdef USESHADOWMAPPCF\n"
1105 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1106 " 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"
1108 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1113 "# ifdef USESHADOWMAPPCF\n"
1114 "# if USESHADOWMAPPCF > 1\n"
1115 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1116 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1117 " 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"
1118 " 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"
1119 " 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"
1120 " 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"
1121 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1124 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1125 " vec2 offset = fract(shadowmaptc.xy);\n"
1126 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1127 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1128 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1129 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1130 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1133 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1137 "# ifdef USESHADOWMAPORTHO\n"
1138 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1145 "# ifdef USESHADOWMAP2D\n"
1146 "float ShadowMapCompare(vec3 dir)\n"
1148 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1151 "# ifdef USESHADOWSAMPLER\n"
1152 "# ifdef USESHADOWMAPPCF\n"
1153 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1154 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1155 " 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"
1157 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1160 "# ifdef USESHADOWMAPPCF\n"
1161 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1162 "# ifdef GL_ARB_texture_gather\n"
1163 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1165 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1167 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1168 "# if USESHADOWMAPPCF > 1\n"
1169 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1170 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1171 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1172 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1173 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1174 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1175 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1176 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1177 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1178 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1179 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1180 " locols.yz += group2.ab;\n"
1181 " hicols.yz += group8.rg;\n"
1182 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1183 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1184 " mix(locols, hicols, offset.y);\n"
1185 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1186 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1187 " f = dot(cols, vec4(1.0/25.0));\n"
1189 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1190 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1191 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1192 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1193 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1194 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1195 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1198 "# ifdef GL_EXT_gpu_shader4\n"
1199 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1201 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1203 "# if USESHADOWMAPPCF > 1\n"
1204 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1205 " center *= ShadowMap_TextureScale;\n"
1206 " 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"
1207 " 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"
1208 " 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"
1209 " 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"
1210 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1211 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1213 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1214 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1215 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1216 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1217 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1218 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1222 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1225 "# ifdef USESHADOWMAPORTHO\n"
1226 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1233 "# ifdef USESHADOWMAPCUBE\n"
1234 "float ShadowMapCompare(vec3 dir)\n"
1236 " // apply depth texture cubemap as light filter\n"
1237 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1239 "# ifdef USESHADOWSAMPLER\n"
1240 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1242 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1247 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1248 "#endif // FRAGMENT_SHADER\n"
1253 "#ifdef MODE_DEFERREDGEOMETRY\n"
1254 "#ifdef VERTEX_SHADER\n"
1255 "uniform mat4 TexMatrix;\n"
1256 "#ifdef USEVERTEXTEXTUREBLEND\n"
1257 "uniform mat4 BackgroundTexMatrix;\n"
1259 "uniform mat4 ModelViewMatrix;\n"
1262 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1263 "#ifdef USEVERTEXTEXTUREBLEND\n"
1264 " gl_FrontColor = gl_Color;\n"
1265 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1268 " // transform unnormalized eye direction into tangent space\n"
1269 "#ifdef USEOFFSETMAPPING\n"
1270 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1271 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1272 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1273 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1276 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1277 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1278 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1279 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1281 "#endif // VERTEX_SHADER\n"
1283 "#ifdef FRAGMENT_SHADER\n"
1286 "#ifdef USEOFFSETMAPPING\n"
1287 " // apply offsetmapping\n"
1288 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1289 "#define TexCoord TexCoordOffset\n"
1292 "#ifdef USEALPHAKILL\n"
1293 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1297 "#ifdef USEVERTEXTEXTUREBLEND\n"
1298 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1299 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1300 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1301 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1304 "#ifdef USEVERTEXTEXTUREBLEND\n"
1305 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1306 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1308 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1309 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1312 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1314 "#endif // FRAGMENT_SHADER\n"
1315 "#else // !MODE_DEFERREDGEOMETRY\n"
1320 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1321 "#ifdef VERTEX_SHADER\n"
1322 "uniform mat4 ModelViewMatrix;\n"
1325 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1326 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1328 "#endif // VERTEX_SHADER\n"
1330 "#ifdef FRAGMENT_SHADER\n"
1331 "uniform mat4 ViewToLight;\n"
1332 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1333 "uniform vec2 ScreenToDepth;\n"
1334 "uniform myhalf3 DeferredColor_Ambient;\n"
1335 "uniform myhalf3 DeferredColor_Diffuse;\n"
1336 "#ifdef USESPECULAR\n"
1337 "uniform myhalf3 DeferredColor_Specular;\n"
1338 "uniform myhalf SpecularPower;\n"
1340 "uniform myhalf2 PixelToScreenTexCoord;\n"
1343 " // calculate viewspace pixel position\n"
1344 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1346 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1347 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1348 " // decode viewspace pixel normal\n"
1349 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1350 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1351 " // surfacenormal = pixel normal in viewspace\n"
1352 " // LightVector = pixel to light in viewspace\n"
1353 " // CubeVector = position in lightspace\n"
1354 " // eyevector = pixel to view in viewspace\n"
1355 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1356 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1357 "#ifdef USEDIFFUSE\n"
1358 " // calculate diffuse shading\n"
1359 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1360 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1362 "#ifdef USESPECULAR\n"
1363 " // calculate directional shading\n"
1364 " vec3 eyevector = position * -1.0;\n"
1365 "# ifdef USEEXACTSPECULARMATH\n"
1366 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1368 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1369 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1373 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1374 " fade *= ShadowMapCompare(CubeVector);\n"
1377 "#ifdef USEDIFFUSE\n"
1378 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1380 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1382 "#ifdef USESPECULAR\n"
1383 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1385 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1388 "# ifdef USECUBEFILTER\n"
1389 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1390 " gl_FragData[0].rgb *= cubecolor;\n"
1391 " gl_FragData[1].rgb *= cubecolor;\n"
1394 "#endif // FRAGMENT_SHADER\n"
1395 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1400 "#ifdef VERTEX_SHADER\n"
1401 "uniform mat4 TexMatrix;\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "uniform mat4 BackgroundTexMatrix;\n"
1405 "#ifdef MODE_LIGHTSOURCE\n"
1406 "uniform mat4 ModelToLight;\n"
1408 "#ifdef USESHADOWMAPORTHO\n"
1409 "uniform mat4 ShadowMapMatrix;\n"
1413 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1414 " gl_FrontColor = gl_Color;\n"
1416 " // copy the surface texcoord\n"
1417 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1418 "#ifdef USEVERTEXTEXTUREBLEND\n"
1419 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1421 "#ifdef USELIGHTMAP\n"
1422 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1425 "#ifdef MODE_LIGHTSOURCE\n"
1426 " // transform vertex position into light attenuation/cubemap space\n"
1427 " // (-1 to +1 across the light box)\n"
1428 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1430 "# ifdef USEDIFFUSE\n"
1431 " // transform unnormalized light direction into tangent space\n"
1432 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1433 " // normalize it per pixel)\n"
1434 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1435 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1436 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1437 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1441 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1442 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1443 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1444 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1447 " // transform unnormalized eye direction into tangent space\n"
1448 "#ifdef USEEYEVECTOR\n"
1449 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1450 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1451 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1452 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1456 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1457 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1460 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1461 " VectorS = gl_MultiTexCoord1.xyz;\n"
1462 " VectorT = gl_MultiTexCoord2.xyz;\n"
1463 " VectorR = gl_MultiTexCoord3.xyz;\n"
1466 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1467 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1469 "#ifdef USESHADOWMAPORTHO\n"
1470 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1473 "#ifdef USEREFLECTION\n"
1474 " ModelViewProjectionPosition = gl_Position;\n"
1477 "#endif // VERTEX_SHADER\n"
1482 "#ifdef FRAGMENT_SHADER\n"
1483 "#ifdef USEDEFERREDLIGHTMAP\n"
1484 "uniform myhalf2 PixelToScreenTexCoord;\n"
1485 "uniform myhalf3 DeferredMod_Diffuse;\n"
1486 "uniform myhalf3 DeferredMod_Specular;\n"
1488 "uniform myhalf3 Color_Ambient;\n"
1489 "uniform myhalf3 Color_Diffuse;\n"
1490 "uniform myhalf3 Color_Specular;\n"
1491 "uniform myhalf SpecularPower;\n"
1493 "uniform myhalf3 Color_Glow;\n"
1495 "uniform myhalf Alpha;\n"
1496 "#ifdef USEREFLECTION\n"
1497 "uniform vec4 DistortScaleRefractReflect;\n"
1498 "uniform vec4 ScreenScaleRefractReflect;\n"
1499 "uniform vec4 ScreenCenterRefractReflect;\n"
1500 "uniform myhalf4 ReflectColor;\n"
1502 "#ifdef USEREFLECTCUBE\n"
1503 "uniform mat4 ModelToReflectCube;\n"
1504 "uniform sampler2D Texture_ReflectMask;\n"
1505 "uniform samplerCube Texture_ReflectCube;\n"
1507 "#ifdef MODE_LIGHTDIRECTION\n"
1508 "uniform myhalf3 LightColor;\n"
1510 "#ifdef MODE_LIGHTSOURCE\n"
1511 "uniform myhalf3 LightColor;\n"
1515 "#ifdef USEOFFSETMAPPING\n"
1516 " // apply offsetmapping\n"
1517 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1518 "#define TexCoord TexCoordOffset\n"
1521 " // combine the diffuse textures (base, pants, shirt)\n"
1522 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1523 "#ifdef USEALPHAKILL\n"
1524 " if (color.a < 0.5)\n"
1527 " color.a *= Alpha;\n"
1528 "#ifdef USECOLORMAPPING\n"
1529 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1531 "#ifdef USEVERTEXTEXTUREBLEND\n"
1532 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1533 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1534 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1535 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1537 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1540 " // get the surface normal\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1544 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1547 " // get the material colors\n"
1548 " myhalf3 diffusetex = color.rgb;\n"
1549 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1550 "# ifdef USEVERTEXTEXTUREBLEND\n"
1551 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1553 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1557 "#ifdef USEREFLECTCUBE\n"
1558 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1559 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1560 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1561 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1567 "#ifdef MODE_LIGHTSOURCE\n"
1568 " // light source\n"
1569 "#ifdef USEDIFFUSE\n"
1570 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1571 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1572 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1573 "#ifdef USESPECULAR\n"
1574 "#ifdef USEEXACTSPECULARMATH\n"
1575 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1577 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1578 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1580 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1583 " color.rgb = diffusetex * Color_Ambient;\n"
1585 " color.rgb *= LightColor;\n"
1586 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1587 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1588 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1590 "# ifdef USECUBEFILTER\n"
1591 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1593 "#endif // MODE_LIGHTSOURCE\n"
1598 "#ifdef MODE_LIGHTDIRECTION\n"
1600 "#ifdef USEDIFFUSE\n"
1601 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1603 "#define lightcolor LightColor\n"
1604 "#endif // MODE_LIGHTDIRECTION\n"
1605 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1607 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1608 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1609 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1610 " // convert modelspace light vector to tangentspace\n"
1611 " myhalf3 lightnormal;\n"
1612 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1613 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1614 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1615 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1616 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1617 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1618 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1619 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1620 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1621 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1622 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1623 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1624 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1625 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1626 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1628 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1629 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1630 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1636 "#ifdef MODE_LIGHTMAP\n"
1637 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1638 "#endif // MODE_LIGHTMAP\n"
1639 "#ifdef MODE_VERTEXCOLOR\n"
1640 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1641 "#endif // MODE_VERTEXCOLOR\n"
1642 "#ifdef MODE_FLATCOLOR\n"
1643 " color.rgb = diffusetex * Color_Ambient;\n"
1644 "#endif // MODE_FLATCOLOR\n"
1650 "# ifdef USEDIFFUSE\n"
1651 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1652 "# ifdef USESPECULAR\n"
1653 "# ifdef USEEXACTSPECULARMATH\n"
1654 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1656 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1657 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1659 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1661 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1664 " color.rgb = diffusetex * Color_Ambient;\n"
1668 "#ifdef USESHADOWMAPORTHO\n"
1669 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1672 "#ifdef USEDEFERREDLIGHTMAP\n"
1673 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1674 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1675 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1679 "#ifdef USEVERTEXTEXTUREBLEND\n"
1680 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1682 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1687 "#ifdef MODE_LIGHTSOURCE\n"
1688 " color.rgb *= myhalf(FogVertex());\n"
1690 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1694 " // 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"
1695 "#ifdef USEREFLECTION\n"
1696 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1697 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1698 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1699 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1700 " // FIXME temporary hack to detect the case that the reflection\n"
1701 " // gets blackened at edges due to leaving the area that contains actual\n"
1703 " // Remove this 'ack once we have a better way to stop this thing from\n"
1705 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1706 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1707 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1708 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1709 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1710 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1713 " gl_FragColor = vec4(color);\n"
1715 "#endif // FRAGMENT_SHADER\n"
1717 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1718 "#endif // !MODE_DEFERREDGEOMETRY\n"
1719 "#endif // !MODE_WATER\n"
1720 "#endif // !MODE_REFRACTION\n"
1721 "#endif // !MODE_BLOOMBLUR\n"
1722 "#endif // !MODE_GENERIC\n"
1723 "#endif // !MODE_POSTPROCESS\n"
1724 "#endif // !MODE_SHOWDEPTH\n"
1725 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1729 =========================================================================================================================================================
1733 =========================================================================================================================================================
1737 =========================================================================================================================================================
1741 =========================================================================================================================================================
1745 =========================================================================================================================================================
1749 =========================================================================================================================================================
1753 =========================================================================================================================================================
1756 const char *builtincgshaderstring =
1757 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1758 "// written by Forest 'LordHavoc' Hale\n"
1759 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1761 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1764 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1765 "#define USELIGHTMAP\n"
1767 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1768 "#define USEEYEVECTOR\n"
1771 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1772 "#ifdef VERTEX_SHADER\n"
1775 "float4 gl_Vertex : POSITION,\n"
1776 "uniform float4x4 ModelViewProjectionMatrix,\n"
1777 "out float4 gl_Position : POSITION\n"
1780 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1783 "#else // !MODE_DEPTH_ORSHADOW\n"
1788 "#ifdef MODE_SHOWDEPTH\n"
1789 "#ifdef VERTEX_SHADER\n"
1792 "float4 gl_Vertex : POSITION,\n"
1793 "uniform float4x4 ModelViewProjectionMatrix,\n"
1794 "out float4 gl_Position : POSITION,\n"
1795 "out float4 gl_FrontColor : COLOR0\n"
1798 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1799 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1806 "float4 gl_FrontColor : COLOR0,\n"
1807 "out float4 gl_FragColor : COLOR\n"
1810 " gl_FragColor = gl_FrontColor;\n"
1813 "#else // !MODE_SHOWDEPTH\n"
1818 "#ifdef MODE_POSTPROCESS\n"
1820 "#ifdef VERTEX_SHADER\n"
1823 "float4 gl_Vertex : POSITION,\n"
1824 "uniform float4x4 ModelViewProjectionMatrix,\n"
1825 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1826 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1827 "out float4 gl_Position : POSITION,\n"
1828 "out float2 TexCoord1 : TEXCOORD0,\n"
1829 "out float2 TexCoord2 : TEXCOORD1\n"
1832 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1833 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1835 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1840 "#ifdef FRAGMENT_SHADER\n"
1843 "float2 TexCoord1 : TEXCOORD0,\n"
1844 "float2 TexCoord2 : TEXCOORD1,\n"
1845 "uniform sampler2D Texture_First,\n"
1847 "uniform sampler2D Texture_Second,\n"
1849 "#ifdef USEGAMMARAMPS\n"
1850 "uniform sampler2D Texture_GammaRamps,\n"
1852 "#ifdef USESATURATION\n"
1853 "uniform float Saturation,\n"
1855 "#ifdef USEVIEWTINT\n"
1856 "uniform float4 ViewTintColor,\n"
1858 "uniform float4 UserVec1,\n"
1859 "uniform float4 UserVec2,\n"
1860 "uniform float4 UserVec3,\n"
1861 "uniform float4 UserVec4,\n"
1862 "uniform float ClientTime,\n"
1863 "uniform float2 PixelSize,\n"
1864 "out float4 gl_FragColor : COLOR\n"
1867 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1869 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1871 "#ifdef USEVIEWTINT\n"
1872 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1875 "#ifdef USEPOSTPROCESSING\n"
1876 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1877 "// 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"
1878 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1879 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1880 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1881 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1882 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1883 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1886 "#ifdef USESATURATION\n"
1887 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1888 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1889 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1890 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1893 "#ifdef USEGAMMARAMPS\n"
1894 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1895 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1896 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1900 "#else // !MODE_POSTPROCESS\n"
1905 "#ifdef MODE_GENERIC\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "float4 gl_Color : COLOR0,\n"
1912 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1913 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float4 gl_FrontColor : COLOR,\n"
1916 "out float2 TexCoord1 : TEXCOORD0,\n"
1917 "out float2 TexCoord2 : TEXCOORD1\n"
1920 " gl_FrontColor = gl_Color;\n"
1921 "#ifdef USEDIFFUSE\n"
1922 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1924 "#ifdef USESPECULAR\n"
1925 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1927 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1931 "#ifdef FRAGMENT_SHADER\n"
1935 "float4 gl_FrontColor : COLOR,\n"
1936 "float2 TexCoord1 : TEXCOORD0,\n"
1937 "float2 TexCoord2 : TEXCOORD1,\n"
1938 "#ifdef USEDIFFUSE\n"
1939 "uniform sampler2D Texture_First,\n"
1941 "#ifdef USESPECULAR\n"
1942 "uniform sampler2D Texture_Second,\n"
1944 "out float4 gl_FragColor : COLOR\n"
1947 " gl_FragColor = gl_FrontColor;\n"
1948 "#ifdef USEDIFFUSE\n"
1949 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1952 "#ifdef USESPECULAR\n"
1953 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1954 "# ifdef USECOLORMAPPING\n"
1955 " gl_FragColor *= tex2;\n"
1958 " gl_FragColor += tex2;\n"
1960 "# ifdef USEVERTEXTEXTUREBLEND\n"
1961 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1966 "#else // !MODE_GENERIC\n"
1971 "#ifdef MODE_BLOOMBLUR\n"
1972 "#ifdef VERTEX_SHADER\n"
1975 "float4 gl_Vertex : POSITION,\n"
1976 "uniform float4x4 ModelViewProjectionMatrix,\n"
1977 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1978 "out float4 gl_Position : POSITION,\n"
1979 "out float2 TexCoord : TEXCOORD0\n"
1982 " TexCoord = gl_MultiTexCoord0.xy;\n"
1983 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 "#ifdef FRAGMENT_SHADER\n"
1991 "float2 TexCoord : TEXCOORD0,\n"
1992 "uniform sampler2D Texture_First,\n"
1993 "uniform float4 BloomBlur_Parameters,\n"
1994 "out float4 gl_FragColor : COLOR\n"
1998 " float2 tc = TexCoord;\n"
1999 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2000 " tc += BloomBlur_Parameters.xy;\n"
2001 " for (i = 1;i < SAMPLES;i++)\n"
2003 " color += tex2D(Texture_First, tc).rgb;\n"
2004 " tc += BloomBlur_Parameters.xy;\n"
2006 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2009 "#else // !MODE_BLOOMBLUR\n"
2010 "#ifdef MODE_REFRACTION\n"
2011 "#ifdef VERTEX_SHADER\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix,\n"
2016 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2017 "uniform float4x4 TexMatrix,\n"
2018 "uniform float3 EyePosition,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "out float2 TexCoord : TEXCOORD0,\n"
2021 "out float3 EyeVector : TEXCOORD1,\n"
2022 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2025 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2026 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2027 " ModelViewProjectionPosition = gl_Position;\n"
2031 "#ifdef FRAGMENT_SHADER\n"
2034 "float2 TexCoord : TEXCOORD0,\n"
2035 "float3 EyeVector : TEXCOORD1,\n"
2036 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2037 "uniform sampler2D Texture_Normal,\n"
2038 "uniform sampler2D Texture_Refraction,\n"
2039 "uniform sampler2D Texture_Reflection,\n"
2040 "uniform float4 DistortScaleRefractReflect,\n"
2041 "uniform float4 ScreenScaleRefractReflect,\n"
2042 "uniform float4 ScreenCenterRefractReflect,\n"
2043 "uniform float4 RefractColor,\n"
2044 "out float4 gl_FragColor : COLOR\n"
2047 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2048 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2049 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2050 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2051 " // FIXME temporary hack to detect the case that the reflection\n"
2052 " // gets blackened at edges due to leaving the area that contains actual\n"
2054 " // Remove this 'ack once we have a better way to stop this thing from\n"
2056 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2057 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2058 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2059 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2060 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2061 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2064 "#else // !MODE_REFRACTION\n"
2069 "#ifdef MODE_WATER\n"
2070 "#ifdef VERTEX_SHADER\n"
2074 "float4 gl_Vertex : POSITION,\n"
2075 "uniform float4x4 ModelViewProjectionMatrix,\n"
2076 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2077 "uniform float4x4 TexMatrix,\n"
2078 "uniform float3 EyePosition,\n"
2079 "out float4 gl_Position : POSITION,\n"
2080 "out float2 TexCoord : TEXCOORD0,\n"
2081 "out float3 EyeVector : TEXCOORD1,\n"
2082 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2085 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2086 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2087 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2088 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2089 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2090 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2091 " ModelViewProjectionPosition = gl_Position;\n"
2095 "#ifdef FRAGMENT_SHADER\n"
2098 "float2 TexCoord : TEXCOORD0,\n"
2099 "float3 EyeVector : TEXCOORD1,\n"
2100 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2101 "uniform sampler2D Texture_Normal,\n"
2102 "uniform sampler2D Texture_Refraction,\n"
2103 "uniform sampler2D Texture_Reflection,\n"
2104 "uniform float4 DistortScaleRefractReflect,\n"
2105 "uniform float4 ScreenScaleRefractReflect,\n"
2106 "uniform float4 ScreenCenterRefractReflect,\n"
2107 "uniform float4 RefractColor,\n"
2108 "uniform float4 ReflectColor,\n"
2109 "uniform float ReflectFactor,\n"
2110 "uniform float ReflectOffset,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2114 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2115 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2116 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2117 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2118 " // FIXME temporary hack to detect the case that the reflection\n"
2119 " // gets blackened at edges due to leaving the area that contains actual\n"
2121 " // Remove this 'ack once we have a better way to stop this thing from\n"
2123 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2124 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2125 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2126 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2127 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2128 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2129 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2130 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2131 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2132 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2133 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2134 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2137 "#else // !MODE_WATER\n"
2142 "// 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"
2144 "// fragment shader specific:\n"
2145 "#ifdef FRAGMENT_SHADER\n"
2148 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2151 "#ifdef USEFOGOUTSIDE\n"
2152 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2154 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2156 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2160 "#ifdef USEOFFSETMAPPING\n"
2161 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2163 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2164 " // 14 sample relief mapping: linear search and then binary search\n"
2165 " // this basically steps forward a small amount repeatedly until it finds\n"
2166 " // itself inside solid, then jitters forward and back using decreasing\n"
2167 " // amounts to find the impact\n"
2168 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2169 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2170 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2171 " float3 RT = float3(TexCoord, 1);\n"
2172 " OffsetVector *= 0.1;\n"
2173 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2174 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2175 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2176 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2177 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2178 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2179 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2180 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2181 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2182 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2183 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2184 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2185 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2186 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2189 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2190 " // this basically moves forward the full distance, and then backs up based\n"
2191 " // on height of samples\n"
2192 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2193 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2194 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2195 " TexCoord += OffsetVector;\n"
2196 " OffsetVector *= 0.333;\n"
2197 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2198 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2199 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2200 " return TexCoord;\n"
2203 "#endif // USEOFFSETMAPPING\n"
2205 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2206 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2207 "# ifdef USESHADOWMAPORTHO\n"
2208 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2210 "# ifdef USESHADOWMAPVSDCT\n"
2211 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2213 " float3 adir = abs(dir);\n"
2214 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2215 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2216 " return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2219 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2221 " float3 adir = abs(dir);\n"
2222 " float ma = adir.z;\n"
2223 " float4 proj = float4(dir, 2.5);\n"
2224 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2225 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2226 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2227 " 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"
2231 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2233 "#ifdef USESHADOWMAPCUBE\n"
2234 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2236 " float3 adir = abs(dir);\n"
2237 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2241 "# ifdef USESHADOWMAPRECT\n"
2242 "#ifdef USESHADOWMAPVSDCT\n"
2243 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2245 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2248 "#ifdef USESHADOWMAPVSDCT\n"
2249 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2251 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2254 "# ifdef USESHADOWSAMPLER\n"
2256 "# ifdef USESHADOWMAPPCF\n"
2257 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2258 " 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"
2260 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2265 "# ifdef USESHADOWMAPPCF\n"
2266 "# if USESHADOWMAPPCF > 1\n"
2267 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2268 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2269 " 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"
2270 " 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"
2271 " 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"
2272 " 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"
2273 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2274 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2276 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2277 " float2 offset = frac(shadowmaptc.xy);\n"
2278 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2279 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2280 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2281 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2282 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2285 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2289 "# ifdef USESHADOWMAPORTHO\n"
2290 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2297 "# ifdef USESHADOWMAP2D\n"
2298 "#ifdef USESHADOWMAPVSDCT\n"
2299 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2301 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2304 "#ifdef USESHADOWMAPVSDCT\n"
2305 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2307 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "# ifdef USESHADOWSAMPLER\n"
2312 "# ifdef USESHADOWMAPPCF\n"
2313 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2314 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2315 " 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"
2317 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2320 "# ifdef USESHADOWMAPPCF\n"
2321 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2322 "# ifdef GL_ARB_texture_gather\n"
2323 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2325 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2327 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2328 "# if USESHADOWMAPPCF > 1\n"
2329 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2330 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2331 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2332 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2333 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2334 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2335 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2336 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2337 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2338 " float4 locols = float4(group1.ab, group3.ab);\n"
2339 " float4 hicols = float4(group7.rg, group9.rg);\n"
2340 " locols.yz += group2.ab;\n"
2341 " hicols.yz += group8.rg;\n"
2342 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2343 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2344 " lerp(locols, hicols, offset.y);\n"
2345 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2346 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2347 " f = dot(cols, float4(1.0/25.0));\n"
2349 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2350 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2351 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2352 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2353 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2354 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2355 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2358 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2359 "# if USESHADOWMAPPCF > 1\n"
2360 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2361 " center *= ShadowMap_TextureScale;\n"
2362 " 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"
2363 " 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"
2364 " 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"
2365 " 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"
2366 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2367 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2369 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2370 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2371 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2372 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2373 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2374 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2378 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2381 "# ifdef USESHADOWMAPORTHO\n"
2382 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2389 "# ifdef USESHADOWMAPCUBE\n"
2390 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2392 " // apply depth texture cubemap as light filter\n"
2393 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2395 "# ifdef USESHADOWSAMPLER\n"
2396 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2398 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2403 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2404 "#endif // FRAGMENT_SHADER\n"
2409 "#ifdef MODE_DEFERREDGEOMETRY\n"
2410 "#ifdef VERTEX_SHADER\n"
2413 "float4 gl_Vertex : POSITION,\n"
2414 "uniform float4x4 ModelViewProjectionMatrix,\n"
2415 "#ifdef USEVERTEXTEXTUREBLEND\n"
2416 "float4 gl_Color : COLOR0,\n"
2418 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2419 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2420 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2421 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2422 "uniform float4x4 TexMatrix,\n"
2423 "#ifdef USEVERTEXTEXTUREBLEND\n"
2424 "uniform float4x4 BackgroundTexMatrix,\n"
2426 "uniform float4x4 ModelViewMatrix,\n"
2427 "#ifdef USEOFFSETMAPPING\n"
2428 "uniform float3 EyePosition,\n"
2430 "out float4 gl_Position : POSITION,\n"
2431 "out float4 gl_FrontColor : COLOR,\n"
2432 "out float4 TexCoordBoth : TEXCOORD0,\n"
2433 "#ifdef USEOFFSETMAPPING\n"
2434 "out float3 EyeVector : TEXCOORD2,\n"
2436 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2437 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2438 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2441 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2442 "#ifdef USEVERTEXTEXTUREBLEND\n"
2443 " gl_FrontColor = gl_Color;\n"
2444 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2447 " // transform unnormalized eye direction into tangent space\n"
2448 "#ifdef USEOFFSETMAPPING\n"
2449 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2450 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2451 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2452 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2455 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2456 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2457 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2458 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2460 "#endif // VERTEX_SHADER\n"
2462 "#ifdef FRAGMENT_SHADER\n"
2465 "float4 TexCoordBoth : TEXCOORD0,\n"
2466 "float3 EyeVector : TEXCOORD2,\n"
2467 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2468 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2469 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2470 "uniform sampler2D Texture_Normal,\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "uniform sampler2D Texture_Color,\n"
2474 "uniform sampler2D Texture_Gloss,\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform sampler2D Texture_SecondaryNormal,\n"
2477 "uniform sampler2D Texture_SecondaryGloss,\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float OffsetMapping_Scale,\n"
2482 "uniform half SpecularPower,\n"
2483 "out float4 gl_FragColor : COLOR\n"
2486 " float2 TexCoord = TexCoordBoth.xy;\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 " // apply offsetmapping\n"
2489 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2490 "#define TexCoord TexCoordOffset\n"
2493 "#ifdef USEALPHAKILL\n"
2494 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2498 "#ifdef USEVERTEXTEXTUREBLEND\n"
2499 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2500 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2501 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2502 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2505 "#ifdef USEVERTEXTEXTUREBLEND\n"
2506 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2507 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2509 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2510 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2513 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2515 "#endif // FRAGMENT_SHADER\n"
2516 "#else // !MODE_DEFERREDGEOMETRY\n"
2521 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2522 "#ifdef VERTEX_SHADER\n"
2525 "float4 gl_Vertex : POSITION,\n"
2526 "uniform float4x4 ModelViewProjectionMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "out float4 gl_Position : POSITION,\n"
2529 "out float4 ModelViewPosition : TEXCOORD0\n"
2532 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2533 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2535 "#endif // VERTEX_SHADER\n"
2537 "#ifdef FRAGMENT_SHADER\n"
2540 "float2 Pixel : WPOS,\n"
2541 "float4 ModelViewPosition : TEXCOORD0,\n"
2542 "uniform float4x4 ViewToLight,\n"
2543 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2544 "uniform float3 LightPosition,\n"
2545 "uniform half2 PixelToScreenTexCoord,\n"
2546 "uniform half3 DeferredColor_Ambient,\n"
2547 "uniform half3 DeferredColor_Diffuse,\n"
2548 "#ifdef USESPECULAR\n"
2549 "uniform half3 DeferredColor_Specular,\n"
2550 "uniform half SpecularPower,\n"
2552 "uniform sampler2D Texture_Attenuation,\n"
2553 "uniform sampler2D Texture_ScreenDepth,\n"
2554 "uniform sampler2D Texture_ScreenNormalMap,\n"
2556 "#ifdef USESHADOWMAPRECT\n"
2557 "# ifdef USESHADOWSAMPLER\n"
2558 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2560 "uniform samplerRECT Texture_ShadowMapRect,\n"
2564 "#ifdef USESHADOWMAP2D\n"
2565 "# ifdef USESHADOWSAMPLER\n"
2566 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2568 "uniform sampler2D Texture_ShadowMap2D,\n"
2572 "#ifdef USESHADOWMAPVSDCT\n"
2573 "uniform samplerCUBE Texture_CubeProjection,\n"
2576 "#ifdef USESHADOWMAPCUBE\n"
2577 "# ifdef USESHADOWSAMPLER\n"
2578 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2580 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2584 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2585 "uniform float2 ShadowMap_TextureScale,\n"
2586 "uniform float4 ShadowMap_Parameters,\n"
2589 "out float4 gl_FragData0 : COLOR0,\n"
2590 "out float4 gl_FragData1 : COLOR1\n"
2593 " // calculate viewspace pixel position\n"
2594 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2595 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2596 " float3 position;\n"
2597 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2598 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2599 " // decode viewspace pixel normal\n"
2600 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2601 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2602 " // surfacenormal = pixel normal in viewspace\n"
2603 " // LightVector = pixel to light in viewspace\n"
2604 " // CubeVector = position in lightspace\n"
2605 " // eyevector = pixel to view in viewspace\n"
2606 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2607 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2608 "#ifdef USEDIFFUSE\n"
2609 " // calculate diffuse shading\n"
2610 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2611 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2613 "#ifdef USESPECULAR\n"
2614 " // calculate directional shading\n"
2615 " float3 eyevector = position * -1.0;\n"
2616 "# ifdef USEEXACTSPECULARMATH\n"
2617 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2619 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2620 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2624 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2625 " fade *= ShadowMapCompare(CubeVector,\n"
2626 "# if defined(USESHADOWMAP2D)\n"
2627 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2629 "# if defined(USESHADOWMAPRECT)\n"
2630 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2632 "# if defined(USESHADOWMAPCUBE)\n"
2633 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2636 "#ifdef USESHADOWMAPVSDCT\n"
2637 ", Texture_CubeProjection\n"
2642 "#ifdef USEDIFFUSE\n"
2643 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2645 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2647 "#ifdef USESPECULAR\n"
2648 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2650 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2653 "# ifdef USECUBEFILTER\n"
2654 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2655 " gl_FragData0.rgb *= cubecolor;\n"
2656 " gl_FragData1.rgb *= cubecolor;\n"
2659 "#endif // FRAGMENT_SHADER\n"
2660 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2665 "#ifdef VERTEX_SHADER\n"
2668 "float4 gl_Vertex : POSITION,\n"
2669 "uniform float4x4 ModelViewProjectionMatrix,\n"
2670 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2671 "float4 gl_Color : COLOR0,\n"
2673 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2674 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2675 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2676 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2677 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2679 "uniform float3 EyePosition,\n"
2680 "uniform float4x4 TexMatrix,\n"
2681 "#ifdef USEVERTEXTEXTUREBLEND\n"
2682 "uniform float4x4 BackgroundTexMatrix,\n"
2684 "#ifdef MODE_LIGHTSOURCE\n"
2685 "uniform float4x4 ModelToLight,\n"
2687 "#ifdef MODE_LIGHTSOURCE\n"
2688 "uniform float3 LightPosition,\n"
2690 "#ifdef MODE_LIGHTDIRECTION\n"
2691 "uniform float3 LightDir,\n"
2693 "uniform float4 FogPlane,\n"
2694 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2695 "uniform float3 LightPosition,\n"
2697 "#ifdef USESHADOWMAPORTHO\n"
2698 "uniform float4x4 ShadowMapMatrix,\n"
2701 "out float4 gl_FrontColor : COLOR,\n"
2702 "out float4 TexCoordBoth : TEXCOORD0,\n"
2703 "#ifdef USELIGHTMAP\n"
2704 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2706 "#ifdef USEEYEVECTOR\n"
2707 "out float3 EyeVector : TEXCOORD2,\n"
2709 "#ifdef USEREFLECTION\n"
2710 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2713 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2715 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2716 "out float3 LightVector : TEXCOORD1,\n"
2718 "#ifdef MODE_LIGHTSOURCE\n"
2719 "out float3 CubeVector : TEXCOORD3,\n"
2721 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2722 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2723 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2724 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2726 "#ifdef USESHADOWMAPORTHO\n"
2727 "out float3 ShadowMapTC : TEXCOORD8,\n"
2729 "out float4 gl_Position : POSITION\n"
2732 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2733 " gl_FrontColor = gl_Color;\n"
2735 " // copy the surface texcoord\n"
2736 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2737 "#ifdef USEVERTEXTEXTUREBLEND\n"
2738 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2740 "#ifdef USELIGHTMAP\n"
2741 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2744 "#ifdef MODE_LIGHTSOURCE\n"
2745 " // transform vertex position into light attenuation/cubemap space\n"
2746 " // (-1 to +1 across the light box)\n"
2747 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2749 "# ifdef USEDIFFUSE\n"
2750 " // transform unnormalized light direction into tangent space\n"
2751 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2752 " // normalize it per pixel)\n"
2753 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2754 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2755 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2756 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2760 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2761 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2762 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2763 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2766 " // transform unnormalized eye direction into tangent space\n"
2767 "#ifdef USEEYEVECTOR\n"
2768 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2769 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2770 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2771 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2775 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2776 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2779 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
2780 " VectorS = gl_MultiTexCoord1.xyz;\n"
2781 " VectorT = gl_MultiTexCoord2.xyz;\n"
2782 " VectorR = gl_MultiTexCoord3.xyz;\n"
2785 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2786 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2788 "#ifdef USESHADOWMAPORTHO\n"
2789 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2792 "#ifdef USEREFLECTION\n"
2793 " ModelViewProjectionPosition = gl_Position;\n"
2796 "#endif // VERTEX_SHADER\n"
2801 "#ifdef FRAGMENT_SHADER\n"
2804 "#ifdef USEDEFERREDLIGHTMAP\n"
2805 "float2 Pixel : WPOS,\n"
2807 "float4 gl_FrontColor : COLOR,\n"
2808 "float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "float3 CubeVector : TEXCOORD3,\n"
2827 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2828 "float4 ModelViewPosition : TEXCOORD0,\n"
2830 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2831 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2832 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2833 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2835 "#ifdef USESHADOWMAPORTHO\n"
2836 "float3 ShadowMapTC : TEXCOORD8,\n"
2839 "uniform sampler2D Texture_Normal,\n"
2840 "uniform sampler2D Texture_Color,\n"
2841 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2842 "uniform sampler2D Texture_Gloss,\n"
2845 "uniform sampler2D Texture_Glow,\n"
2847 "#ifdef USEVERTEXTEXTUREBLEND\n"
2848 "uniform sampler2D Texture_SecondaryNormal,\n"
2849 "uniform sampler2D Texture_SecondaryColor,\n"
2850 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2851 "uniform sampler2D Texture_SecondaryGloss,\n"
2854 "uniform sampler2D Texture_SecondaryGlow,\n"
2857 "#ifdef USECOLORMAPPING\n"
2858 "uniform sampler2D Texture_Pants,\n"
2859 "uniform sampler2D Texture_Shirt,\n"
2862 "uniform sampler2D Texture_FogMask,\n"
2864 "#ifdef USELIGHTMAP\n"
2865 "uniform sampler2D Texture_Lightmap,\n"
2867 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2868 "uniform sampler2D Texture_Deluxemap,\n"
2870 "#ifdef USEREFLECTION\n"
2871 "uniform sampler2D Texture_Reflection,\n"
2874 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2875 "uniform sampler2D Texture_ScreenDepth,\n"
2876 "uniform sampler2D Texture_ScreenNormalMap,\n"
2878 "#ifdef USEDEFERREDLIGHTMAP\n"
2879 "uniform sampler2D Texture_ScreenDiffuse,\n"
2880 "uniform sampler2D Texture_ScreenSpecular,\n"
2883 "#ifdef USECOLORMAPPING\n"
2884 "uniform half3 Color_Pants,\n"
2885 "uniform half3 Color_Shirt,\n"
2888 "uniform float3 FogColor,\n"
2889 "uniform float FogRangeRecip,\n"
2890 "uniform float FogPlaneViewDist,\n"
2891 "uniform float FogHeightFade,\n"
2894 "#ifdef USEOFFSETMAPPING\n"
2895 "uniform float OffsetMapping_Scale,\n"
2898 "#ifdef USEDEFERREDLIGHTMAP\n"
2899 "uniform half2 PixelToScreenTexCoord,\n"
2900 "uniform half3 DeferredMod_Diffuse,\n"
2901 "uniform half3 DeferredMod_Specular,\n"
2903 "uniform half3 Color_Ambient,\n"
2904 "uniform half3 Color_Diffuse,\n"
2905 "uniform half3 Color_Specular,\n"
2906 "uniform half SpecularPower,\n"
2908 "uniform half3 Color_Glow,\n"
2910 "uniform half Alpha,\n"
2911 "#ifdef USEREFLECTION\n"
2912 "uniform float4 DistortScaleRefractReflect,\n"
2913 "uniform float4 ScreenScaleRefractReflect,\n"
2914 "uniform float4 ScreenCenterRefractReflect,\n"
2915 "uniform half4 ReflectColor,\n"
2917 "#ifdef USEREFLECTCUBE\n"
2918 "uniform float4x4 ModelToReflectCube,\n"
2919 "uniform sampler2D Texture_ReflectMask,\n"
2920 "uniform samplerCUBE Texture_ReflectCube,\n"
2922 "#ifdef MODE_LIGHTDIRECTION\n"
2923 "uniform half3 LightColor,\n"
2925 "#ifdef MODE_LIGHTSOURCE\n"
2926 "uniform half3 LightColor,\n"
2929 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2930 "uniform sampler2D Texture_Attenuation,\n"
2931 "uniform samplerCUBE Texture_Cube,\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2936 "#ifdef USESHADOWMAPRECT\n"
2937 "# ifdef USESHADOWSAMPLER\n"
2938 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2940 "uniform samplerRECT Texture_ShadowMapRect,\n"
2944 "#ifdef USESHADOWMAP2D\n"
2945 "# ifdef USESHADOWSAMPLER\n"
2946 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2948 "uniform sampler2D Texture_ShadowMap2D,\n"
2952 "#ifdef USESHADOWMAPVSDCT\n"
2953 "uniform samplerCUBE Texture_CubeProjection,\n"
2956 "#ifdef USESHADOWMAPCUBE\n"
2957 "# ifdef USESHADOWSAMPLER\n"
2958 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2960 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2965 "uniform float2 ShadowMap_TextureScale,\n"
2966 "uniform float4 ShadowMap_Parameters,\n"
2968 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2970 "out float4 gl_FragColor : COLOR\n"
2973 " float2 TexCoord = TexCoordBoth.xy;\n"
2974 "#ifdef USEVERTEXTEXTUREBLEND\n"
2975 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2977 "#ifdef USEOFFSETMAPPING\n"
2978 " // apply offsetmapping\n"
2979 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2980 "#define TexCoord TexCoordOffset\n"
2983 " // combine the diffuse textures (base, pants, shirt)\n"
2984 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2985 "#ifdef USEALPHAKILL\n"
2986 " if (color.a < 0.5)\n"
2989 " color.a *= Alpha;\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2993 "#ifdef USEVERTEXTEXTUREBLEND\n"
2994 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2995 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2996 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2997 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2999 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3002 " // get the surface normal\n"
3003 "#ifdef USEVERTEXTEXTUREBLEND\n"
3004 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3006 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3009 " // get the material colors\n"
3010 " half3 diffusetex = color.rgb;\n"
3011 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3012 "# ifdef USEVERTEXTEXTUREBLEND\n"
3013 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3015 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3019 "#ifdef USEREFLECTCUBE\n"
3020 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3021 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3022 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3023 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3029 "#ifdef MODE_LIGHTSOURCE\n"
3030 " // light source\n"
3031 "#ifdef USEDIFFUSE\n"
3032 " half3 lightnormal = half3(normalize(LightVector));\n"
3033 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3034 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3035 "#ifdef USESPECULAR\n"
3036 "#ifdef USEEXACTSPECULARMATH\n"
3037 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3039 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3040 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3042 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3045 " color.rgb = diffusetex * Color_Ambient;\n"
3047 " color.rgb *= LightColor;\n"
3048 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3049 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3050 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3051 "# if defined(USESHADOWMAP2D)\n"
3052 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3054 "# if defined(USESHADOWMAPRECT)\n"
3055 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3057 "# if defined(USESHADOWMAPCUBE)\n"
3058 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3061 "#ifdef USESHADOWMAPVSDCT\n"
3062 ", Texture_CubeProjection\n"
3067 "# ifdef USECUBEFILTER\n"
3068 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3070 "#endif // MODE_LIGHTSOURCE\n"
3075 "#ifdef MODE_LIGHTDIRECTION\n"
3077 "#ifdef USEDIFFUSE\n"
3078 " half3 lightnormal = half3(normalize(LightVector));\n"
3080 "#define lightcolor LightColor\n"
3081 "#endif // MODE_LIGHTDIRECTION\n"
3082 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3084 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3085 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3086 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3087 " // convert modelspace light vector to tangentspace\n"
3088 " half3 lightnormal;\n"
3089 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3090 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3091 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3092 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3093 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3094 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3095 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3096 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3097 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3098 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3099 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3100 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3101 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3102 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3103 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3105 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3106 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3107 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3113 "#ifdef MODE_LIGHTMAP\n"
3114 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3115 "#endif // MODE_LIGHTMAP\n"
3116 "#ifdef MODE_VERTEXCOLOR\n"
3117 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3118 "#endif // MODE_VERTEXCOLOR\n"
3119 "#ifdef MODE_FLATCOLOR\n"
3120 " color.rgb = diffusetex * Color_Ambient;\n"
3121 "#endif // MODE_FLATCOLOR\n"
3127 "# ifdef USEDIFFUSE\n"
3128 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3129 "# ifdef USESPECULAR\n"
3130 "# ifdef USEEXACTSPECULARMATH\n"
3131 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3133 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3134 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3136 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3138 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3141 " color.rgb = diffusetex * Color_Ambient;\n"
3145 "#ifdef USESHADOWMAPORTHO\n"
3146 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3147 "# if defined(USESHADOWMAP2D)\n"
3148 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3150 "# if defined(USESHADOWMAPRECT)\n"
3151 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3156 "#ifdef USEDEFERREDLIGHTMAP\n"
3157 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3158 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3159 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3163 "#ifdef USEVERTEXTEXTUREBLEND\n"
3164 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3166 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3171 "#ifdef MODE_LIGHTSOURCE\n"
3172 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3174 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3178 " // 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"
3179 "#ifdef USEREFLECTION\n"
3180 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3181 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3182 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3183 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3184 " // FIXME temporary hack to detect the case that the reflection\n"
3185 " // gets blackened at edges due to leaving the area that contains actual\n"
3187 " // Remove this 'ack once we have a better way to stop this thing from\n"
3189 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3190 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3191 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3192 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3193 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3194 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3197 " gl_FragColor = float4(color);\n"
3199 "#endif // FRAGMENT_SHADER\n"
3201 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3202 "#endif // !MODE_DEFERREDGEOMETRY\n"
3203 "#endif // !MODE_WATER\n"
3204 "#endif // !MODE_REFRACTION\n"
3205 "#endif // !MODE_BLOOMBLUR\n"
3206 "#endif // !MODE_GENERIC\n"
3207 "#endif // !MODE_POSTPROCESS\n"
3208 "#endif // !MODE_SHOWDEPTH\n"
3209 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3212 char *glslshaderstring = NULL;
3213 char *cgshaderstring = NULL;
3215 //=======================================================================================================================================================
3217 typedef struct shaderpermutationinfo_s
3219 const char *pretext;
3222 shaderpermutationinfo_t;
3224 typedef struct shadermodeinfo_s
3226 const char *vertexfilename;
3227 const char *geometryfilename;
3228 const char *fragmentfilename;
3229 const char *pretext;
3234 typedef enum shaderpermutation_e
3236 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3237 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3238 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3239 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3240 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3241 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3242 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3243 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3244 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3245 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3246 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3247 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3248 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3249 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3250 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3251 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3252 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3253 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3254 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3255 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3256 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3257 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3258 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3259 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3260 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3261 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3262 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3263 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3264 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3265 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3267 shaderpermutation_t;
3269 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3270 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3272 {"#define USEDIFFUSE\n", " diffuse"},
3273 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3274 {"#define USEVIEWTINT\n", " viewtint"},
3275 {"#define USECOLORMAPPING\n", " colormapping"},
3276 {"#define USESATURATION\n", " saturation"},
3277 {"#define USEFOGINSIDE\n", " foginside"},
3278 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3279 {"#define USEGAMMARAMPS\n", " gammaramps"},
3280 {"#define USECUBEFILTER\n", " cubefilter"},
3281 {"#define USEGLOW\n", " glow"},
3282 {"#define USEBLOOM\n", " bloom"},
3283 {"#define USESPECULAR\n", " specular"},
3284 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3285 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3286 {"#define USEREFLECTION\n", " reflection"},
3287 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3288 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3289 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3290 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3291 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3292 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3293 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3294 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3295 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3296 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3297 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3298 {"#define USEALPHAKILL\n", " alphakill"},
3299 {"#define USEREFLECTCUBE\n", " reflectcube"},
3302 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3303 typedef enum shadermode_e
3305 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3306 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3307 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3308 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3309 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3310 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3311 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3312 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3313 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3314 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3315 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3316 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3317 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3318 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3319 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3324 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3325 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3327 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3328 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3329 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3330 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3331 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3332 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3333 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3334 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3335 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3336 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3337 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3338 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3339 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3340 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3341 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3345 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3347 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3348 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3349 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3350 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3351 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3352 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3353 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3354 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3355 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3356 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3357 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3358 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3359 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3360 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3361 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3365 struct r_glsl_permutation_s;
3366 typedef struct r_glsl_permutation_s
3368 /// hash lookup data
3369 struct r_glsl_permutation_s *hashnext;
3371 unsigned int permutation;
3373 /// indicates if we have tried compiling this permutation already
3375 /// 0 if compilation failed
3377 /// locations of detected uniforms in program object, or -1 if not found
3378 int loc_Texture_First;
3379 int loc_Texture_Second;
3380 int loc_Texture_GammaRamps;
3381 int loc_Texture_Normal;
3382 int loc_Texture_Color;
3383 int loc_Texture_Gloss;
3384 int loc_Texture_Glow;
3385 int loc_Texture_SecondaryNormal;
3386 int loc_Texture_SecondaryColor;
3387 int loc_Texture_SecondaryGloss;
3388 int loc_Texture_SecondaryGlow;
3389 int loc_Texture_Pants;
3390 int loc_Texture_Shirt;
3391 int loc_Texture_FogMask;
3392 int loc_Texture_Lightmap;
3393 int loc_Texture_Deluxemap;
3394 int loc_Texture_Attenuation;
3395 int loc_Texture_Cube;
3396 int loc_Texture_Refraction;
3397 int loc_Texture_Reflection;
3398 int loc_Texture_ShadowMapRect;
3399 int loc_Texture_ShadowMapCube;
3400 int loc_Texture_ShadowMap2D;
3401 int loc_Texture_CubeProjection;
3402 int loc_Texture_ScreenDepth;
3403 int loc_Texture_ScreenNormalMap;
3404 int loc_Texture_ScreenDiffuse;
3405 int loc_Texture_ScreenSpecular;
3406 int loc_Texture_ReflectMask;
3407 int loc_Texture_ReflectCube;
3409 int loc_BloomBlur_Parameters;
3411 int loc_Color_Ambient;
3412 int loc_Color_Diffuse;
3413 int loc_Color_Specular;
3415 int loc_Color_Pants;
3416 int loc_Color_Shirt;
3417 int loc_DeferredColor_Ambient;
3418 int loc_DeferredColor_Diffuse;
3419 int loc_DeferredColor_Specular;
3420 int loc_DeferredMod_Diffuse;
3421 int loc_DeferredMod_Specular;
3422 int loc_DistortScaleRefractReflect;
3423 int loc_EyePosition;
3425 int loc_FogHeightFade;
3427 int loc_FogPlaneViewDist;
3428 int loc_FogRangeRecip;
3431 int loc_LightPosition;
3432 int loc_OffsetMapping_Scale;
3434 int loc_ReflectColor;
3435 int loc_ReflectFactor;
3436 int loc_ReflectOffset;
3437 int loc_RefractColor;
3439 int loc_ScreenCenterRefractReflect;
3440 int loc_ScreenScaleRefractReflect;
3441 int loc_ScreenToDepth;
3442 int loc_ShadowMap_Parameters;
3443 int loc_ShadowMap_TextureScale;
3444 int loc_SpecularPower;
3449 int loc_ViewTintColor;
3450 int loc_ViewToLight;
3451 int loc_ModelToLight;
3453 int loc_BackgroundTexMatrix;
3454 int loc_ModelViewProjectionMatrix;
3455 int loc_ModelViewMatrix;
3456 int loc_PixelToScreenTexCoord;
3457 int loc_ModelToReflectCube;
3458 int loc_ShadowMapMatrix;
3460 r_glsl_permutation_t;
3462 #define SHADERPERMUTATION_HASHSIZE 256
3464 /// information about each possible shader permutation
3465 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3466 /// currently selected permutation
3467 r_glsl_permutation_t *r_glsl_permutation;
3468 /// storage for permutations linked in the hash table
3469 memexpandablearray_t r_glsl_permutationarray;
3471 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3473 //unsigned int hashdepth = 0;
3474 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3475 r_glsl_permutation_t *p;
3476 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3478 if (p->mode == mode && p->permutation == permutation)
3480 //if (hashdepth > 10)
3481 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3486 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3488 p->permutation = permutation;
3489 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3490 r_glsl_permutationhash[mode][hashindex] = p;
3491 //if (hashdepth > 10)
3492 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3496 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3499 if (!filename || !filename[0])
3501 if (!strcmp(filename, "glsl/default.glsl"))
3503 if (!glslshaderstring)
3505 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3506 if (glslshaderstring)
3507 Con_DPrintf("Loading shaders from file %s...\n", filename);
3509 glslshaderstring = (char *)builtinshaderstring;
3511 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3512 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3513 return shaderstring;
3515 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3518 if (printfromdisknotice)
3519 Con_DPrintf("from disk %s... ", filename);
3520 return shaderstring;
3522 return shaderstring;
3525 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3528 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3529 int vertstrings_count = 0;
3530 int geomstrings_count = 0;
3531 int fragstrings_count = 0;
3532 char *vertexstring, *geometrystring, *fragmentstring;
3533 const char *vertstrings_list[32+3];
3534 const char *geomstrings_list[32+3];
3535 const char *fragstrings_list[32+3];
3536 char permutationname[256];
3543 permutationname[0] = 0;
3544 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3545 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3546 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3548 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3550 // the first pretext is which type of shader to compile as
3551 // (later these will all be bound together as a program object)
3552 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3553 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3554 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3556 // the second pretext is the mode (for example a light source)
3557 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3558 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3559 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3560 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3562 // now add all the permutation pretexts
3563 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3565 if (permutation & (1<<i))
3567 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3568 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3569 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3570 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3574 // keep line numbers correct
3575 vertstrings_list[vertstrings_count++] = "\n";
3576 geomstrings_list[geomstrings_count++] = "\n";
3577 fragstrings_list[fragstrings_count++] = "\n";
3581 // now append the shader text itself
3582 vertstrings_list[vertstrings_count++] = vertexstring;
3583 geomstrings_list[geomstrings_count++] = geometrystring;
3584 fragstrings_list[fragstrings_count++] = fragmentstring;
3586 // if any sources were NULL, clear the respective list
3588 vertstrings_count = 0;
3589 if (!geometrystring)
3590 geomstrings_count = 0;
3591 if (!fragmentstring)
3592 fragstrings_count = 0;
3594 // compile the shader program
3595 if (vertstrings_count + geomstrings_count + fragstrings_count)
3596 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3600 qglUseProgramObjectARB(p->program);CHECKGLERROR
3601 // look up all the uniform variable names we care about, so we don't
3602 // have to look them up every time we set them
3604 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3605 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3606 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3607 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3608 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3609 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3610 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3611 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3612 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3613 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3614 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3615 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3616 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3617 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3618 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3619 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3620 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3621 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3622 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3623 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3624 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3625 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3626 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3627 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3628 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3629 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3630 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3631 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3632 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3633 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3634 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3635 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3636 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3637 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3638 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3639 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3640 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3641 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3642 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3643 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3644 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3645 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3646 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3647 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3648 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3649 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3650 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3651 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3652 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3653 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3654 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3655 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3656 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3657 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3658 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3659 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3660 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3661 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3662 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3663 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3664 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3665 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3666 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3667 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3668 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3669 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3670 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3671 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3672 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3673 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3674 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3675 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3676 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3677 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3678 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3679 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3680 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3681 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3682 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3683 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3684 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3685 // initialize the samplers to refer to the texture units we use
3686 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3687 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3688 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3689 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3690 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3691 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3692 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3693 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3694 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3695 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3696 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3697 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3698 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3699 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3700 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3701 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3702 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3703 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3704 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3705 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3706 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3707 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3708 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3709 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3710 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3711 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3712 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3713 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3714 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3715 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3717 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3720 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3724 Mem_Free(vertexstring);
3726 Mem_Free(geometrystring);
3728 Mem_Free(fragmentstring);
3731 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3733 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3734 if (r_glsl_permutation != perm)
3736 r_glsl_permutation = perm;
3737 if (!r_glsl_permutation->program)
3739 if (!r_glsl_permutation->compiled)
3740 R_GLSL_CompilePermutation(perm, mode, permutation);
3741 if (!r_glsl_permutation->program)
3743 // remove features until we find a valid permutation
3745 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3747 // reduce i more quickly whenever it would not remove any bits
3748 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3749 if (!(permutation & j))
3752 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3753 if (!r_glsl_permutation->compiled)
3754 R_GLSL_CompilePermutation(perm, mode, permutation);
3755 if (r_glsl_permutation->program)
3758 if (i >= SHADERPERMUTATION_COUNT)
3760 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3761 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3762 qglUseProgramObjectARB(0);CHECKGLERROR
3763 return; // no bit left to clear, entire mode is broken
3768 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3770 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3771 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3772 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3776 #include <Cg/cgGL.h>
3777 struct r_cg_permutation_s;
3778 typedef struct r_cg_permutation_s
3780 /// hash lookup data
3781 struct r_cg_permutation_s *hashnext;
3783 unsigned int permutation;
3785 /// indicates if we have tried compiling this permutation already
3787 /// 0 if compilation failed
3790 /// locations of detected parameters in programs, or NULL if not found
3791 CGparameter vp_EyePosition;
3792 CGparameter vp_FogPlane;
3793 CGparameter vp_LightDir;
3794 CGparameter vp_LightPosition;
3795 CGparameter vp_ModelToLight;
3796 CGparameter vp_TexMatrix;
3797 CGparameter vp_BackgroundTexMatrix;
3798 CGparameter vp_ModelViewProjectionMatrix;
3799 CGparameter vp_ModelViewMatrix;
3800 CGparameter vp_ShadowMapMatrix;
3802 CGparameter fp_Texture_First;
3803 CGparameter fp_Texture_Second;
3804 CGparameter fp_Texture_GammaRamps;
3805 CGparameter fp_Texture_Normal;
3806 CGparameter fp_Texture_Color;
3807 CGparameter fp_Texture_Gloss;
3808 CGparameter fp_Texture_Glow;
3809 CGparameter fp_Texture_SecondaryNormal;
3810 CGparameter fp_Texture_SecondaryColor;
3811 CGparameter fp_Texture_SecondaryGloss;
3812 CGparameter fp_Texture_SecondaryGlow;
3813 CGparameter fp_Texture_Pants;
3814 CGparameter fp_Texture_Shirt;
3815 CGparameter fp_Texture_FogMask;
3816 CGparameter fp_Texture_Lightmap;
3817 CGparameter fp_Texture_Deluxemap;
3818 CGparameter fp_Texture_Attenuation;
3819 CGparameter fp_Texture_Cube;
3820 CGparameter fp_Texture_Refraction;
3821 CGparameter fp_Texture_Reflection;
3822 CGparameter fp_Texture_ShadowMapRect;
3823 CGparameter fp_Texture_ShadowMapCube;
3824 CGparameter fp_Texture_ShadowMap2D;
3825 CGparameter fp_Texture_CubeProjection;
3826 CGparameter fp_Texture_ScreenDepth;
3827 CGparameter fp_Texture_ScreenNormalMap;
3828 CGparameter fp_Texture_ScreenDiffuse;
3829 CGparameter fp_Texture_ScreenSpecular;
3830 CGparameter fp_Texture_ReflectMask;
3831 CGparameter fp_Texture_ReflectCube;
3832 CGparameter fp_Alpha;
3833 CGparameter fp_BloomBlur_Parameters;
3834 CGparameter fp_ClientTime;
3835 CGparameter fp_Color_Ambient;
3836 CGparameter fp_Color_Diffuse;
3837 CGparameter fp_Color_Specular;
3838 CGparameter fp_Color_Glow;
3839 CGparameter fp_Color_Pants;
3840 CGparameter fp_Color_Shirt;
3841 CGparameter fp_DeferredColor_Ambient;
3842 CGparameter fp_DeferredColor_Diffuse;
3843 CGparameter fp_DeferredColor_Specular;
3844 CGparameter fp_DeferredMod_Diffuse;
3845 CGparameter fp_DeferredMod_Specular;
3846 CGparameter fp_DistortScaleRefractReflect;
3847 CGparameter fp_EyePosition;
3848 CGparameter fp_FogColor;
3849 CGparameter fp_FogHeightFade;
3850 CGparameter fp_FogPlane;
3851 CGparameter fp_FogPlaneViewDist;
3852 CGparameter fp_FogRangeRecip;
3853 CGparameter fp_LightColor;
3854 CGparameter fp_LightDir;
3855 CGparameter fp_LightPosition;
3856 CGparameter fp_OffsetMapping_Scale;
3857 CGparameter fp_PixelSize;
3858 CGparameter fp_ReflectColor;
3859 CGparameter fp_ReflectFactor;
3860 CGparameter fp_ReflectOffset;
3861 CGparameter fp_RefractColor;
3862 CGparameter fp_Saturation;
3863 CGparameter fp_ScreenCenterRefractReflect;
3864 CGparameter fp_ScreenScaleRefractReflect;
3865 CGparameter fp_ScreenToDepth;
3866 CGparameter fp_ShadowMap_Parameters;
3867 CGparameter fp_ShadowMap_TextureScale;
3868 CGparameter fp_SpecularPower;
3869 CGparameter fp_UserVec1;
3870 CGparameter fp_UserVec2;
3871 CGparameter fp_UserVec3;
3872 CGparameter fp_UserVec4;
3873 CGparameter fp_ViewTintColor;
3874 CGparameter fp_ViewToLight;
3875 CGparameter fp_PixelToScreenTexCoord;
3876 CGparameter fp_ModelToReflectCube;
3880 /// information about each possible shader permutation
3881 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3882 /// currently selected permutation
3883 r_cg_permutation_t *r_cg_permutation;
3884 /// storage for permutations linked in the hash table
3885 memexpandablearray_t r_cg_permutationarray;
3887 #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));}}
3889 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3891 //unsigned int hashdepth = 0;
3892 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3893 r_cg_permutation_t *p;
3894 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3896 if (p->mode == mode && p->permutation == permutation)
3898 //if (hashdepth > 10)
3899 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3904 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3906 p->permutation = permutation;
3907 p->hashnext = r_cg_permutationhash[mode][hashindex];
3908 r_cg_permutationhash[mode][hashindex] = p;
3909 //if (hashdepth > 10)
3910 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3914 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3917 if (!filename || !filename[0])
3919 if (!strcmp(filename, "cg/default.cg"))
3921 if (!cgshaderstring)
3923 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3925 Con_DPrintf("Loading shaders from file %s...\n", filename);
3927 cgshaderstring = (char *)builtincgshaderstring;
3929 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3930 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3931 return shaderstring;
3933 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3936 if (printfromdisknotice)
3937 Con_DPrintf("from disk %s... ", filename);
3938 return shaderstring;
3940 return shaderstring;
3943 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3945 // TODO: load or create .fp and .vp shader files
3948 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3951 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3952 int vertstrings_count = 0, vertstring_length = 0;
3953 int geomstrings_count = 0, geomstring_length = 0;
3954 int fragstrings_count = 0, fragstring_length = 0;
3956 char *vertexstring, *geometrystring, *fragmentstring;
3957 char *vertstring, *geomstring, *fragstring;
3958 const char *vertstrings_list[32+3];
3959 const char *geomstrings_list[32+3];
3960 const char *fragstrings_list[32+3];
3961 char permutationname[256];
3962 char cachename[256];
3963 CGprofile vertexProfile;
3964 CGprofile fragmentProfile;
3972 permutationname[0] = 0;
3974 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3975 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3976 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3978 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3979 strlcat(cachename, "cg/", sizeof(cachename));
3981 // the first pretext is which type of shader to compile as
3982 // (later these will all be bound together as a program object)
3983 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3984 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3985 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3987 // the second pretext is the mode (for example a light source)
3988 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3989 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3990 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3991 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3992 strlcat(cachename, modeinfo->name, sizeof(cachename));
3994 // now add all the permutation pretexts
3995 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3997 if (permutation & (1<<i))
3999 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4000 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4001 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4002 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4003 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4007 // keep line numbers correct
4008 vertstrings_list[vertstrings_count++] = "\n";
4009 geomstrings_list[geomstrings_count++] = "\n";
4010 fragstrings_list[fragstrings_count++] = "\n";
4014 // replace spaces in the cachename with _ characters
4015 for (i = 0;cachename[i];i++)
4016 if (cachename[i] == ' ')
4019 // now append the shader text itself
4020 vertstrings_list[vertstrings_count++] = vertexstring;
4021 geomstrings_list[geomstrings_count++] = geometrystring;
4022 fragstrings_list[fragstrings_count++] = fragmentstring;
4024 // if any sources were NULL, clear the respective list
4026 vertstrings_count = 0;
4027 if (!geometrystring)
4028 geomstrings_count = 0;
4029 if (!fragmentstring)
4030 fragstrings_count = 0;
4032 vertstring_length = 0;
4033 for (i = 0;i < vertstrings_count;i++)
4034 vertstring_length += strlen(vertstrings_list[i]);
4035 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4036 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4037 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4039 geomstring_length = 0;
4040 for (i = 0;i < geomstrings_count;i++)
4041 geomstring_length += strlen(geomstrings_list[i]);
4042 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4043 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4044 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4046 fragstring_length = 0;
4047 for (i = 0;i < fragstrings_count;i++)
4048 fragstring_length += strlen(fragstrings_list[i]);
4049 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4050 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4051 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4055 //vertexProfile = CG_PROFILE_ARBVP1;
4056 //fragmentProfile = CG_PROFILE_ARBFP1;
4057 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4058 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4059 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4060 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4061 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4064 // try to load the cached shader, or generate one
4065 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4067 // if caching failed, do a dynamic compile for now
4069 if (vertstring[0] && !p->vprogram)
4070 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4072 if (fragstring[0] && !p->fprogram)
4073 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4076 // look up all the uniform variable names we care about, so we don't
4077 // have to look them up every time we set them
4081 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4082 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4083 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4084 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4085 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4086 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4087 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4088 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4089 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4090 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4091 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4092 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4098 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4099 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4100 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4101 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4102 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4103 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4104 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4105 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4106 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4107 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4108 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4109 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4110 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4111 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4112 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4113 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4114 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4115 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4116 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4117 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4118 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4119 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4120 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4121 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4122 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4123 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4124 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4125 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4126 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4127 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4128 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4129 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4130 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4131 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4132 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4133 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4134 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4135 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4136 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4137 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4138 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4139 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4140 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4141 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4142 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4143 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4144 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4145 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4146 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4147 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4148 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4149 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4150 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4151 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4152 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4153 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4154 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4155 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4156 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4157 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4158 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4159 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4160 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4161 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4162 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4163 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4164 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4165 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4166 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4167 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4168 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4169 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4170 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4171 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4172 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4173 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4174 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4178 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4179 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4181 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4185 Mem_Free(vertstring);
4187 Mem_Free(geomstring);
4189 Mem_Free(fragstring);
4191 Mem_Free(vertexstring);
4193 Mem_Free(geometrystring);
4195 Mem_Free(fragmentstring);
4198 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4200 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4203 if (r_cg_permutation != perm)
4205 r_cg_permutation = perm;
4206 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4208 if (!r_cg_permutation->compiled)
4209 R_CG_CompilePermutation(perm, mode, permutation);
4210 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4212 // remove features until we find a valid permutation
4214 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4216 // reduce i more quickly whenever it would not remove any bits
4217 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4218 if (!(permutation & j))
4221 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4222 if (!r_cg_permutation->compiled)
4223 R_CG_CompilePermutation(perm, mode, permutation);
4224 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4227 if (i >= SHADERPERMUTATION_COUNT)
4229 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4230 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4231 return; // no bit left to clear, entire mode is broken
4237 if (r_cg_permutation->vprogram)
4239 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4240 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4241 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4245 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4246 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4248 if (r_cg_permutation->fprogram)
4250 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4251 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4252 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4256 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4257 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4261 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4262 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4263 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4266 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4268 cgGLSetTextureParameter(param, R_GetTexture(tex));
4269 cgGLEnableTextureParameter(param);
4273 void R_GLSL_Restart_f(void)
4275 unsigned int i, limit;
4276 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4277 Mem_Free(glslshaderstring);
4278 glslshaderstring = NULL;
4279 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4280 Mem_Free(cgshaderstring);
4281 cgshaderstring = NULL;
4282 switch(vid.renderpath)
4284 case RENDERPATH_GL20:
4286 r_glsl_permutation_t *p;
4287 r_glsl_permutation = NULL;
4288 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4289 for (i = 0;i < limit;i++)
4291 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4293 GL_Backend_FreeProgram(p->program);
4294 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4297 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4300 case RENDERPATH_CGGL:
4303 r_cg_permutation_t *p;
4304 r_cg_permutation = NULL;
4305 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4306 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4307 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4308 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4309 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4310 for (i = 0;i < limit;i++)
4312 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4315 cgDestroyProgram(p->vprogram);
4317 cgDestroyProgram(p->fprogram);
4318 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4321 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4325 case RENDERPATH_GL13:
4326 case RENDERPATH_GL11:
4331 void R_GLSL_DumpShader_f(void)
4336 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4339 FS_Print(file, "/* The engine may define the following macros:\n");
4340 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4341 for (i = 0;i < SHADERMODE_COUNT;i++)
4342 FS_Print(file, glslshadermodeinfo[i].pretext);
4343 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4344 FS_Print(file, shaderpermutationinfo[i].pretext);
4345 FS_Print(file, "*/\n");
4346 FS_Print(file, builtinshaderstring);
4348 Con_Printf("glsl/default.glsl written\n");
4351 Con_Printf("failed to write to glsl/default.glsl\n");
4354 file = FS_OpenRealFile("cg/default.cg", "w", false);
4357 FS_Print(file, "/* The engine may define the following macros:\n");
4358 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4359 for (i = 0;i < SHADERMODE_COUNT;i++)
4360 FS_Print(file, cgshadermodeinfo[i].pretext);
4361 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4362 FS_Print(file, shaderpermutationinfo[i].pretext);
4363 FS_Print(file, "*/\n");
4364 FS_Print(file, builtincgshaderstring);
4366 Con_Printf("cg/default.cg written\n");
4369 Con_Printf("failed to write to cg/default.cg\n");
4373 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4376 texturemode = GL_MODULATE;
4377 switch (vid.renderpath)
4379 case RENDERPATH_GL20:
4380 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))));
4381 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4382 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4384 case RENDERPATH_CGGL:
4387 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))));
4388 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4389 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4392 case RENDERPATH_GL13:
4393 R_Mesh_TexBind(0, first );
4394 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4395 R_Mesh_TexBind(1, second);
4397 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4399 case RENDERPATH_GL11:
4400 R_Mesh_TexBind(0, first );
4405 void R_SetupShader_DepthOrShadow(void)
4407 switch (vid.renderpath)
4409 case RENDERPATH_GL20:
4410 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4412 case RENDERPATH_CGGL:
4414 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4417 case RENDERPATH_GL13:
4418 R_Mesh_TexBind(0, 0);
4419 R_Mesh_TexBind(1, 0);
4421 case RENDERPATH_GL11:
4422 R_Mesh_TexBind(0, 0);
4427 void R_SetupShader_ShowDepth(void)
4429 switch (vid.renderpath)
4431 case RENDERPATH_GL20:
4432 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4434 case RENDERPATH_CGGL:
4436 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4439 case RENDERPATH_GL13:
4441 case RENDERPATH_GL11:
4446 extern qboolean r_shadow_usingdeferredprepass;
4447 extern cvar_t r_shadow_deferred_8bitrange;
4448 extern rtexture_t *r_shadow_attenuationgradienttexture;
4449 extern rtexture_t *r_shadow_attenuation2dtexture;
4450 extern rtexture_t *r_shadow_attenuation3dtexture;
4451 extern qboolean r_shadow_usingshadowmaprect;
4452 extern qboolean r_shadow_usingshadowmapcube;
4453 extern qboolean r_shadow_usingshadowmap2d;
4454 extern qboolean r_shadow_usingshadowmaportho;
4455 extern float r_shadow_shadowmap_texturescale[2];
4456 extern float r_shadow_shadowmap_parameters[4];
4457 extern qboolean r_shadow_shadowmapvsdct;
4458 extern qboolean r_shadow_shadowmapsampler;
4459 extern int r_shadow_shadowmappcf;
4460 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4461 extern rtexture_t *r_shadow_shadowmap2dtexture;
4462 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4463 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4464 extern matrix4x4_t r_shadow_shadowmapmatrix;
4465 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4466 extern int r_shadow_prepass_width;
4467 extern int r_shadow_prepass_height;
4468 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4469 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4470 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4471 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4472 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4474 // select a permutation of the lighting shader appropriate to this
4475 // combination of texture, entity, light source, and fogging, only use the
4476 // minimum features necessary to avoid wasting rendering time in the
4477 // fragment shader on features that are not being used
4478 unsigned int permutation = 0;
4479 unsigned int mode = 0;
4481 if (rsurfacepass == RSURFPASS_BACKGROUND)
4483 // distorted background
4484 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4485 mode = SHADERMODE_WATER;
4486 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4487 mode = SHADERMODE_REFRACTION;
4490 mode = SHADERMODE_GENERIC;
4491 permutation |= SHADERPERMUTATION_DIFFUSE;
4493 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4494 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4495 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4496 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4497 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4498 R_Mesh_ColorPointer(NULL, 0, 0);
4499 GL_AlphaTest(false);
4500 GL_BlendFunc(GL_ONE, GL_ZERO);
4502 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4504 if (r_glsl_offsetmapping.integer)
4506 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4507 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4508 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4509 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4510 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4512 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4513 if (r_glsl_offsetmapping_reliefmapping.integer)
4514 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4519 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4520 permutation |= SHADERPERMUTATION_ALPHAKILL;
4521 // normalmap (deferred prepass), may use alpha test on diffuse
4522 mode = SHADERMODE_DEFERREDGEOMETRY;
4523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4524 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4525 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4526 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4527 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4528 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4529 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4530 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4531 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4533 R_Mesh_ColorPointer(NULL, 0, 0);
4534 GL_AlphaTest(false);
4535 GL_BlendFunc(GL_ONE, GL_ZERO);
4537 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4539 if (r_glsl_offsetmapping.integer)
4541 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4542 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4543 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4544 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4545 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4547 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4548 if (r_glsl_offsetmapping_reliefmapping.integer)
4549 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4555 mode = SHADERMODE_LIGHTSOURCE;
4556 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4557 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4558 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4559 permutation |= SHADERPERMUTATION_CUBEFILTER;
4560 if (diffusescale > 0)
4561 permutation |= SHADERPERMUTATION_DIFFUSE;
4562 if (specularscale > 0)
4564 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4565 if (r_shadow_glossexact.integer)
4566 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4568 if (r_refdef.fogenabled)
4569 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4570 if (rsurface.texture->colormapping)
4571 permutation |= SHADERPERMUTATION_COLORMAPPING;
4572 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4574 if (r_shadow_usingshadowmaprect)
4575 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4576 if (r_shadow_usingshadowmap2d)
4577 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4578 if (r_shadow_usingshadowmapcube)
4579 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4580 else if(r_shadow_shadowmapvsdct)
4581 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4583 if (r_shadow_shadowmapsampler)
4584 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4585 if (r_shadow_shadowmappcf > 1)
4586 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4587 else if (r_shadow_shadowmappcf)
4588 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4590 if (rsurface.texture->reflectmasktexture)
4591 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4592 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4593 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4595 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4596 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4597 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4601 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4602 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4603 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4605 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4606 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4607 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4609 R_Mesh_ColorPointer(NULL, 0, 0);
4610 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4613 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4615 if (r_glsl_offsetmapping.integer)
4617 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4619 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4620 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4621 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4624 if (r_glsl_offsetmapping_reliefmapping.integer)
4625 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4630 // unshaded geometry (fullbright or ambient model lighting)
4631 mode = SHADERMODE_FLATCOLOR;
4632 ambientscale = diffusescale = specularscale = 0;
4633 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4634 permutation |= SHADERPERMUTATION_GLOW;
4635 if (r_refdef.fogenabled)
4636 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4637 if (rsurface.texture->colormapping)
4638 permutation |= SHADERPERMUTATION_COLORMAPPING;
4639 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4641 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4642 if (r_shadow_usingshadowmaprect)
4643 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4644 if (r_shadow_usingshadowmap2d)
4645 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4647 if (r_shadow_shadowmapsampler)
4648 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4649 if (r_shadow_shadowmappcf > 1)
4650 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4651 else if (r_shadow_shadowmappcf)
4652 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4654 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4655 permutation |= SHADERPERMUTATION_REFLECTION;
4656 if (rsurface.texture->reflectmasktexture)
4657 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4658 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4659 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4661 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4662 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4663 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4667 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4668 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4669 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4671 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4672 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4673 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4675 R_Mesh_ColorPointer(NULL, 0, 0);
4676 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4677 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4679 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4681 if (r_glsl_offsetmapping.integer)
4683 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4684 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4685 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4686 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4687 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4689 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4690 if (r_glsl_offsetmapping_reliefmapping.integer)
4691 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4694 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4695 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4696 // directional model lighting
4697 mode = SHADERMODE_LIGHTDIRECTION;
4698 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4699 permutation |= SHADERPERMUTATION_GLOW;
4700 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 if (specularscale > 0)
4703 permutation |= SHADERPERMUTATION_SPECULAR;
4704 if (r_shadow_glossexact.integer)
4705 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4707 if (r_refdef.fogenabled)
4708 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4709 if (rsurface.texture->colormapping)
4710 permutation |= SHADERPERMUTATION_COLORMAPPING;
4711 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4713 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4714 if (r_shadow_usingshadowmaprect)
4715 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4716 if (r_shadow_usingshadowmap2d)
4717 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4719 if (r_shadow_shadowmapsampler)
4720 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4721 if (r_shadow_shadowmappcf > 1)
4722 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4723 else if (r_shadow_shadowmappcf)
4724 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4726 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4727 permutation |= SHADERPERMUTATION_REFLECTION;
4728 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4729 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4730 if (rsurface.texture->reflectmasktexture)
4731 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4732 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4733 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4735 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4736 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4737 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4741 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4742 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4743 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4745 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4746 R_Mesh_ColorPointer(NULL, 0, 0);
4747 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4748 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4750 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4752 if (r_glsl_offsetmapping.integer)
4754 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4755 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4756 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4757 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4758 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4760 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4761 if (r_glsl_offsetmapping_reliefmapping.integer)
4762 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4765 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4766 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4767 // ambient model lighting
4768 mode = SHADERMODE_LIGHTDIRECTION;
4769 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4770 permutation |= SHADERPERMUTATION_GLOW;
4771 if (r_refdef.fogenabled)
4772 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4773 if (rsurface.texture->colormapping)
4774 permutation |= SHADERPERMUTATION_COLORMAPPING;
4775 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4777 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4778 if (r_shadow_usingshadowmaprect)
4779 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4780 if (r_shadow_usingshadowmap2d)
4781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4783 if (r_shadow_shadowmapsampler)
4784 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4785 if (r_shadow_shadowmappcf > 1)
4786 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4787 else if (r_shadow_shadowmappcf)
4788 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4790 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4791 permutation |= SHADERPERMUTATION_REFLECTION;
4792 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4793 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4794 if (rsurface.texture->reflectmasktexture)
4795 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4796 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4797 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4799 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4800 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4801 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4805 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4806 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4807 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4809 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4810 R_Mesh_ColorPointer(NULL, 0, 0);
4811 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4812 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4816 if (r_glsl_offsetmapping.integer)
4818 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4819 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4820 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4821 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4822 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4824 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4825 if (r_glsl_offsetmapping_reliefmapping.integer)
4826 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4829 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4830 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4832 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4833 permutation |= SHADERPERMUTATION_GLOW;
4834 if (r_refdef.fogenabled)
4835 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4836 if (rsurface.texture->colormapping)
4837 permutation |= SHADERPERMUTATION_COLORMAPPING;
4838 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4840 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4841 if (r_shadow_usingshadowmaprect)
4842 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4843 if (r_shadow_usingshadowmap2d)
4844 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4846 if (r_shadow_shadowmapsampler)
4847 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4848 if (r_shadow_shadowmappcf > 1)
4849 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4850 else if (r_shadow_shadowmappcf)
4851 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4853 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4854 permutation |= SHADERPERMUTATION_REFLECTION;
4855 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4856 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4857 if (rsurface.texture->reflectmasktexture)
4858 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4859 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4861 // deluxemapping (light direction texture)
4862 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4863 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4865 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4866 permutation |= SHADERPERMUTATION_DIFFUSE;
4867 if (specularscale > 0)
4869 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4870 if (r_shadow_glossexact.integer)
4871 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4873 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4874 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4875 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4877 R_Mesh_ColorPointer(NULL, 0, 0);
4879 else if (r_glsl_deluxemapping.integer >= 2)
4881 // fake deluxemapping (uniform light direction in tangentspace)
4882 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4883 permutation |= SHADERPERMUTATION_DIFFUSE;
4884 if (specularscale > 0)
4886 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4887 if (r_shadow_glossexact.integer)
4888 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4890 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4891 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4892 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4894 R_Mesh_ColorPointer(NULL, 0, 0);
4896 else if (rsurface.uselightmaptexture)
4898 // ordinary lightmapping (q1bsp, q3bsp)
4899 mode = SHADERMODE_LIGHTMAP;
4900 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4901 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4902 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4904 R_Mesh_ColorPointer(NULL, 0, 0);
4908 // ordinary vertex coloring (q3bsp)
4909 mode = SHADERMODE_VERTEXCOLOR;
4910 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4911 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4913 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4914 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4916 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4917 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4918 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4922 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4923 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4924 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4926 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4927 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4929 switch(vid.renderpath)
4931 case RENDERPATH_GL20:
4932 R_SetupShader_SetPermutationGLSL(mode, permutation);
4933 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4934 if (mode == SHADERMODE_LIGHTSOURCE)
4936 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4937 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4938 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4939 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);
4940 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);
4941 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);
4943 // additive passes are only darkened by fog, not tinted
4944 if (r_glsl_permutation->loc_FogColor >= 0)
4945 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4946 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4950 if (mode == SHADERMODE_FLATCOLOR)
4952 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4954 else if (mode == SHADERMODE_LIGHTDIRECTION)
4956 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]);
4957 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]);
4958 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);
4959 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);
4960 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);
4961 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]);
4962 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]);
4966 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]);
4967 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]);
4968 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);
4969 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);
4970 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);
4972 // additive passes are only darkened by fog, not tinted
4973 if (r_glsl_permutation->loc_FogColor >= 0)
4975 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4976 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4978 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4980 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);
4981 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]);
4982 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]);
4983 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4984 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4985 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4986 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4987 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4989 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4990 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4991 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4992 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]);
4993 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]);
4995 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4996 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4997 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4998 if (r_glsl_permutation->loc_Color_Pants >= 0)
5000 if (rsurface.texture->pantstexture)
5001 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5003 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5005 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5007 if (rsurface.texture->shirttexture)
5008 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5010 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5012 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]);
5013 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5014 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5015 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5016 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5017 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]);
5018 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5020 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5021 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5022 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5023 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5024 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5025 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5026 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5027 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5028 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5029 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5030 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5031 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5032 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5033 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5034 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5035 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5036 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5037 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5038 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5039 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5040 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5041 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5042 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5043 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5044 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5045 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5047 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5048 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5049 if (rsurface.rtlight)
5051 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5052 if (r_shadow_usingshadowmapcube)
5053 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5054 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5059 case RENDERPATH_CGGL:
5061 R_SetupShader_SetPermutationCG(mode, permutation);
5062 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5063 if (mode == SHADERMODE_LIGHTSOURCE)
5065 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5066 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5070 if (mode == SHADERMODE_LIGHTDIRECTION)
5072 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
5075 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5076 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5077 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5078 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5079 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
5082 if (mode == SHADERMODE_LIGHTSOURCE)
5084 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5085 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5086 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
5087 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
5088 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
5090 // additive passes are only darkened by fog, not tinted
5091 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5092 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5096 if (mode == SHADERMODE_FLATCOLOR)
5098 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5100 else if (mode == SHADERMODE_LIGHTDIRECTION)
5102 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
5103 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
5104 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
5105 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
5106 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
5107 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
5108 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
5112 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
5113 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
5114 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
5115 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
5116 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
5118 // additive passes are only darkened by fog, not tinted
5119 if (r_cg_permutation->fp_FogColor)
5121 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5122 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5124 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5127 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
5128 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
5129 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
5130 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5131 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5132 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5133 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5134 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5136 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
5137 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
5138 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5139 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5140 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5141 if (r_cg_permutation->fp_Color_Pants)
5143 if (rsurface.texture->pantstexture)
5144 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5146 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5149 if (r_cg_permutation->fp_Color_Shirt)
5151 if (rsurface.texture->shirttexture)
5152 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5154 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5157 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
5158 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5159 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5160 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5161 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5162 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
5163 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5165 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5166 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5167 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5168 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5169 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5172 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5173 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5174 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5178 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5179 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
5180 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5181 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5182 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5183 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5184 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5185 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5186 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5187 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5188 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5189 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5190 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5192 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5193 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5194 if (rsurface.rtlight)
5196 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5197 if (r_shadow_usingshadowmapcube)
5198 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5199 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5206 case RENDERPATH_GL13:
5207 case RENDERPATH_GL11:
5212 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5214 // select a permutation of the lighting shader appropriate to this
5215 // combination of texture, entity, light source, and fogging, only use the
5216 // minimum features necessary to avoid wasting rendering time in the
5217 // fragment shader on features that are not being used
5218 unsigned int permutation = 0;
5219 unsigned int mode = 0;
5220 const float *lightcolorbase = rtlight->currentcolor;
5221 float ambientscale = rtlight->ambientscale;
5222 float diffusescale = rtlight->diffusescale;
5223 float specularscale = rtlight->specularscale;
5224 // this is the location of the light in view space
5225 vec3_t viewlightorigin;
5226 // this transforms from view space (camera) to light space (cubemap)
5227 matrix4x4_t viewtolight;
5228 matrix4x4_t lighttoview;
5229 float viewtolight16f[16];
5230 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5232 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5233 if (rtlight->currentcubemap != r_texture_whitecube)
5234 permutation |= SHADERPERMUTATION_CUBEFILTER;
5235 if (diffusescale > 0)
5236 permutation |= SHADERPERMUTATION_DIFFUSE;
5237 if (specularscale > 0)
5239 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5240 if (r_shadow_glossexact.integer)
5241 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5243 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5245 if (r_shadow_usingshadowmaprect)
5246 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5247 if (r_shadow_usingshadowmap2d)
5248 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5249 if (r_shadow_usingshadowmapcube)
5250 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5251 else if(r_shadow_shadowmapvsdct)
5252 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5254 if (r_shadow_shadowmapsampler)
5255 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5256 if (r_shadow_shadowmappcf > 1)
5257 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5258 else if (r_shadow_shadowmappcf)
5259 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5261 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5262 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5263 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5264 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5265 switch(vid.renderpath)
5267 case RENDERPATH_GL20:
5268 R_SetupShader_SetPermutationGLSL(mode, permutation);
5269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5270 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5271 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);
5272 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);
5273 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);
5274 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]);
5275 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]);
5276 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));
5277 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]);
5278 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5280 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5281 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5282 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5283 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5284 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5285 if (r_shadow_usingshadowmapcube)
5286 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5287 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5288 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5290 case RENDERPATH_CGGL:
5292 R_SetupShader_SetPermutationCG(mode, permutation);
5293 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5294 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5295 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
5296 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
5297 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
5298 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
5299 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
5300 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
5301 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
5302 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5306 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5307 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5308 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5309 if (r_shadow_usingshadowmapcube)
5310 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5311 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5312 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5315 case RENDERPATH_GL13:
5316 case RENDERPATH_GL11:
5321 #define SKINFRAME_HASH 1024
5325 int loadsequence; // incremented each level change
5326 memexpandablearray_t array;
5327 skinframe_t *hash[SKINFRAME_HASH];
5330 r_skinframe_t r_skinframe;
5332 void R_SkinFrame_PrepareForPurge(void)
5334 r_skinframe.loadsequence++;
5335 // wrap it without hitting zero
5336 if (r_skinframe.loadsequence >= 200)
5337 r_skinframe.loadsequence = 1;
5340 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5344 // mark the skinframe as used for the purging code
5345 skinframe->loadsequence = r_skinframe.loadsequence;
5348 void R_SkinFrame_Purge(void)
5352 for (i = 0;i < SKINFRAME_HASH;i++)
5354 for (s = r_skinframe.hash[i];s;s = s->next)
5356 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5358 if (s->merged == s->base)
5360 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5361 R_PurgeTexture(s->stain );s->stain = NULL;
5362 R_PurgeTexture(s->merged);s->merged = NULL;
5363 R_PurgeTexture(s->base );s->base = NULL;
5364 R_PurgeTexture(s->pants );s->pants = NULL;
5365 R_PurgeTexture(s->shirt );s->shirt = NULL;
5366 R_PurgeTexture(s->nmap );s->nmap = NULL;
5367 R_PurgeTexture(s->gloss );s->gloss = NULL;
5368 R_PurgeTexture(s->glow );s->glow = NULL;
5369 R_PurgeTexture(s->fog );s->fog = NULL;
5370 R_PurgeTexture(s->reflect);s->reflect = NULL;
5371 s->loadsequence = 0;
5377 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5379 char basename[MAX_QPATH];
5381 Image_StripImageExtension(name, basename, sizeof(basename));
5383 if( last == NULL ) {
5385 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5386 item = r_skinframe.hash[hashindex];
5391 // linearly search through the hash bucket
5392 for( ; item ; item = item->next ) {
5393 if( !strcmp( item->basename, basename ) ) {
5400 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5404 char basename[MAX_QPATH];
5406 Image_StripImageExtension(name, basename, sizeof(basename));
5408 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5409 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5410 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5414 rtexture_t *dyntexture;
5415 // check whether its a dynamic texture
5416 dyntexture = CL_GetDynTexture( basename );
5417 if (!add && !dyntexture)
5419 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5420 memset(item, 0, sizeof(*item));
5421 strlcpy(item->basename, basename, sizeof(item->basename));
5422 item->base = dyntexture; // either NULL or dyntexture handle
5423 item->textureflags = textureflags;
5424 item->comparewidth = comparewidth;
5425 item->compareheight = compareheight;
5426 item->comparecrc = comparecrc;
5427 item->next = r_skinframe.hash[hashindex];
5428 r_skinframe.hash[hashindex] = item;
5430 else if( item->base == NULL )
5432 rtexture_t *dyntexture;
5433 // check whether its a dynamic texture
5434 // 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]
5435 dyntexture = CL_GetDynTexture( basename );
5436 item->base = dyntexture; // either NULL or dyntexture handle
5439 R_SkinFrame_MarkUsed(item);
5443 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5445 unsigned long long avgcolor[5], wsum; \
5453 for(pix = 0; pix < cnt; ++pix) \
5456 for(comp = 0; comp < 3; ++comp) \
5458 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5461 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5463 for(comp = 0; comp < 3; ++comp) \
5464 avgcolor[comp] += getpixel * w; \
5467 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5468 avgcolor[4] += getpixel; \
5470 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5472 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5473 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5474 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5475 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5478 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5481 unsigned char *pixels;
5482 unsigned char *bumppixels;
5483 unsigned char *basepixels = NULL;
5484 int basepixels_width = 0;
5485 int basepixels_height = 0;
5486 skinframe_t *skinframe;
5487 rtexture_t *ddsbase = NULL;
5488 qboolean ddshasalpha = false;
5489 float ddsavgcolor[4];
5490 char basename[MAX_QPATH];
5492 if (cls.state == ca_dedicated)
5495 // return an existing skinframe if already loaded
5496 // if loading of the first image fails, don't make a new skinframe as it
5497 // would cause all future lookups of this to be missing
5498 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5499 if (skinframe && skinframe->base)
5502 Image_StripImageExtension(name, basename, sizeof(basename));
5504 // check for DDS texture file first
5505 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5507 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5508 if (basepixels == NULL)
5512 if (developer_loading.integer)
5513 Con_Printf("loading skin \"%s\"\n", name);
5515 // we've got some pixels to store, so really allocate this new texture now
5517 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5518 skinframe->stain = NULL;
5519 skinframe->merged = NULL;
5520 skinframe->base = NULL;
5521 skinframe->pants = NULL;
5522 skinframe->shirt = NULL;
5523 skinframe->nmap = NULL;
5524 skinframe->gloss = NULL;
5525 skinframe->glow = NULL;
5526 skinframe->fog = NULL;
5527 skinframe->reflect = NULL;
5528 skinframe->hasalpha = false;
5532 skinframe->base = ddsbase;
5533 skinframe->hasalpha = ddshasalpha;
5534 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5535 if (r_loadfog && skinframe->hasalpha)
5536 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5537 //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]);
5541 basepixels_width = image_width;
5542 basepixels_height = image_height;
5543 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);
5544 if (textureflags & TEXF_ALPHA)
5546 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5548 if (basepixels[j] < 255)
5550 skinframe->hasalpha = true;
5554 if (r_loadfog && skinframe->hasalpha)
5556 // has transparent pixels
5557 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5558 for (j = 0;j < image_width * image_height * 4;j += 4)
5563 pixels[j+3] = basepixels[j+3];
5565 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);
5569 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5570 //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]);
5571 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5572 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5573 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5574 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5579 if (r_loadnormalmap)
5580 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5581 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5583 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5584 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5585 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5586 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5589 // _norm is the name used by tenebrae and has been adopted as standard
5590 if (r_loadnormalmap && skinframe->nmap == NULL)
5592 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5594 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);
5598 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5600 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5601 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5602 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);
5604 Mem_Free(bumppixels);
5606 else if (r_shadow_bumpscale_basetexture.value > 0)
5608 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5609 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5610 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);
5613 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5614 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5617 // _luma is supported only for tenebrae compatibility
5618 // _glow is the preferred name
5619 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))))
5621 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);
5622 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5623 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5624 Mem_Free(pixels);pixels = NULL;
5627 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5629 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);
5630 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5631 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5636 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5638 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);
5639 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5640 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5645 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5647 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);
5648 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5649 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5654 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5656 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);
5657 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5658 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5664 Mem_Free(basepixels);
5669 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5670 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5673 unsigned char *temp1, *temp2;
5674 skinframe_t *skinframe;
5676 if (cls.state == ca_dedicated)
5679 // if already loaded just return it, otherwise make a new skinframe
5680 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5681 if (skinframe && skinframe->base)
5684 skinframe->stain = NULL;
5685 skinframe->merged = NULL;
5686 skinframe->base = NULL;
5687 skinframe->pants = NULL;
5688 skinframe->shirt = NULL;
5689 skinframe->nmap = NULL;
5690 skinframe->gloss = NULL;
5691 skinframe->glow = NULL;
5692 skinframe->fog = NULL;
5693 skinframe->reflect = NULL;
5694 skinframe->hasalpha = false;
5696 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5700 if (developer_loading.integer)
5701 Con_Printf("loading 32bit skin \"%s\"\n", name);
5703 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5705 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5706 temp2 = temp1 + width * height * 4;
5707 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5708 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5711 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5712 if (textureflags & TEXF_ALPHA)
5714 for (i = 3;i < width * height * 4;i += 4)
5716 if (skindata[i] < 255)
5718 skinframe->hasalpha = true;
5722 if (r_loadfog && skinframe->hasalpha)
5724 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5725 memcpy(fogpixels, skindata, width * height * 4);
5726 for (i = 0;i < width * height * 4;i += 4)
5727 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5728 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5729 Mem_Free(fogpixels);
5733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5734 //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]);
5739 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5743 skinframe_t *skinframe;
5745 if (cls.state == ca_dedicated)
5748 // if already loaded just return it, otherwise make a new skinframe
5749 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5750 if (skinframe && skinframe->base)
5753 skinframe->stain = NULL;
5754 skinframe->merged = NULL;
5755 skinframe->base = NULL;
5756 skinframe->pants = NULL;
5757 skinframe->shirt = NULL;
5758 skinframe->nmap = NULL;
5759 skinframe->gloss = NULL;
5760 skinframe->glow = NULL;
5761 skinframe->fog = NULL;
5762 skinframe->reflect = NULL;
5763 skinframe->hasalpha = false;
5765 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5769 if (developer_loading.integer)
5770 Con_Printf("loading quake skin \"%s\"\n", name);
5772 // 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)
5773 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5774 memcpy(skinframe->qpixels, skindata, width*height);
5775 skinframe->qwidth = width;
5776 skinframe->qheight = height;
5779 for (i = 0;i < width * height;i++)
5780 featuresmask |= palette_featureflags[skindata[i]];
5782 skinframe->hasalpha = false;
5783 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5784 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5785 skinframe->qgeneratemerged = true;
5786 skinframe->qgeneratebase = skinframe->qhascolormapping;
5787 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5789 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5790 //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]);
5795 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5799 unsigned char *skindata;
5801 if (!skinframe->qpixels)
5804 if (!skinframe->qhascolormapping)
5805 colormapped = false;
5809 if (!skinframe->qgeneratebase)
5814 if (!skinframe->qgeneratemerged)
5818 width = skinframe->qwidth;
5819 height = skinframe->qheight;
5820 skindata = skinframe->qpixels;
5822 if (skinframe->qgeneratenmap)
5824 unsigned char *temp1, *temp2;
5825 skinframe->qgeneratenmap = false;
5826 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5827 temp2 = temp1 + width * height * 4;
5828 // use either a custom palette or the quake palette
5829 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5830 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5831 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5835 if (skinframe->qgenerateglow)
5837 skinframe->qgenerateglow = false;
5838 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5843 skinframe->qgeneratebase = false;
5844 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);
5845 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5846 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5850 skinframe->qgeneratemerged = false;
5851 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5854 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5856 Mem_Free(skinframe->qpixels);
5857 skinframe->qpixels = NULL;
5861 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)
5864 skinframe_t *skinframe;
5866 if (cls.state == ca_dedicated)
5869 // if already loaded just return it, otherwise make a new skinframe
5870 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5871 if (skinframe && skinframe->base)
5874 skinframe->stain = NULL;
5875 skinframe->merged = NULL;
5876 skinframe->base = NULL;
5877 skinframe->pants = NULL;
5878 skinframe->shirt = NULL;
5879 skinframe->nmap = NULL;
5880 skinframe->gloss = NULL;
5881 skinframe->glow = NULL;
5882 skinframe->fog = NULL;
5883 skinframe->reflect = NULL;
5884 skinframe->hasalpha = false;
5886 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5890 if (developer_loading.integer)
5891 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5893 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5894 if (textureflags & TEXF_ALPHA)
5896 for (i = 0;i < width * height;i++)
5898 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5900 skinframe->hasalpha = true;
5904 if (r_loadfog && skinframe->hasalpha)
5905 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5908 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5909 //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]);
5914 skinframe_t *R_SkinFrame_LoadMissing(void)
5916 skinframe_t *skinframe;
5918 if (cls.state == ca_dedicated)
5921 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5922 skinframe->stain = NULL;
5923 skinframe->merged = NULL;
5924 skinframe->base = NULL;
5925 skinframe->pants = NULL;
5926 skinframe->shirt = NULL;
5927 skinframe->nmap = NULL;
5928 skinframe->gloss = NULL;
5929 skinframe->glow = NULL;
5930 skinframe->fog = NULL;
5931 skinframe->reflect = NULL;
5932 skinframe->hasalpha = false;
5934 skinframe->avgcolor[0] = rand() / RAND_MAX;
5935 skinframe->avgcolor[1] = rand() / RAND_MAX;
5936 skinframe->avgcolor[2] = rand() / RAND_MAX;
5937 skinframe->avgcolor[3] = 1;
5942 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5943 typedef struct suffixinfo_s
5946 qboolean flipx, flipy, flipdiagonal;
5949 static suffixinfo_t suffix[3][6] =
5952 {"px", false, false, false},
5953 {"nx", false, false, false},
5954 {"py", false, false, false},
5955 {"ny", false, false, false},
5956 {"pz", false, false, false},
5957 {"nz", false, false, false}
5960 {"posx", false, false, false},
5961 {"negx", false, false, false},
5962 {"posy", false, false, false},
5963 {"negy", false, false, false},
5964 {"posz", false, false, false},
5965 {"negz", false, false, false}
5968 {"rt", true, false, true},
5969 {"lf", false, true, true},
5970 {"ft", true, true, false},
5971 {"bk", false, false, false},
5972 {"up", true, false, true},
5973 {"dn", true, false, true}
5977 static int componentorder[4] = {0, 1, 2, 3};
5979 rtexture_t *R_LoadCubemap(const char *basename)
5981 int i, j, cubemapsize;
5982 unsigned char *cubemappixels, *image_buffer;
5983 rtexture_t *cubemaptexture;
5985 // must start 0 so the first loadimagepixels has no requested width/height
5987 cubemappixels = NULL;
5988 cubemaptexture = NULL;
5989 // keep trying different suffix groups (posx, px, rt) until one loads
5990 for (j = 0;j < 3 && !cubemappixels;j++)
5992 // load the 6 images in the suffix group
5993 for (i = 0;i < 6;i++)
5995 // generate an image name based on the base and and suffix
5996 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5998 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6000 // an image loaded, make sure width and height are equal
6001 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6003 // if this is the first image to load successfully, allocate the cubemap memory
6004 if (!cubemappixels && image_width >= 1)
6006 cubemapsize = image_width;
6007 // note this clears to black, so unavailable sides are black
6008 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6010 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6012 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);
6015 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6017 Mem_Free(image_buffer);
6021 // if a cubemap loaded, upload it
6024 if (developer_loading.integer)
6025 Con_Printf("loading cubemap \"%s\"\n", basename);
6027 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6028 Mem_Free(cubemappixels);
6032 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6033 if (developer_loading.integer)
6035 Con_Printf("(tried tried images ");
6036 for (j = 0;j < 3;j++)
6037 for (i = 0;i < 6;i++)
6038 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6039 Con_Print(" and was unable to find any of them).\n");
6042 return cubemaptexture;
6045 rtexture_t *R_GetCubemap(const char *basename)
6048 for (i = 0;i < r_texture_numcubemaps;i++)
6049 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6050 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6051 if (i >= MAX_CUBEMAPS)
6052 return r_texture_whitecube;
6053 r_texture_numcubemaps++;
6054 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6055 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6056 return r_texture_cubemaps[i].texture;
6059 void R_FreeCubemaps(void)
6062 for (i = 0;i < r_texture_numcubemaps;i++)
6064 if (developer_loading.integer)
6065 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6066 if (r_texture_cubemaps[i].texture)
6067 R_FreeTexture(r_texture_cubemaps[i].texture);
6069 r_texture_numcubemaps = 0;
6072 void R_Main_FreeViewCache(void)
6074 if (r_refdef.viewcache.entityvisible)
6075 Mem_Free(r_refdef.viewcache.entityvisible);
6076 if (r_refdef.viewcache.world_pvsbits)
6077 Mem_Free(r_refdef.viewcache.world_pvsbits);
6078 if (r_refdef.viewcache.world_leafvisible)
6079 Mem_Free(r_refdef.viewcache.world_leafvisible);
6080 if (r_refdef.viewcache.world_surfacevisible)
6081 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6082 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6085 void R_Main_ResizeViewCache(void)
6087 int numentities = r_refdef.scene.numentities;
6088 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6089 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6090 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6091 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6092 if (r_refdef.viewcache.maxentities < numentities)
6094 r_refdef.viewcache.maxentities = numentities;
6095 if (r_refdef.viewcache.entityvisible)
6096 Mem_Free(r_refdef.viewcache.entityvisible);
6097 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6099 if (r_refdef.viewcache.world_numclusters != numclusters)
6101 r_refdef.viewcache.world_numclusters = numclusters;
6102 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6103 if (r_refdef.viewcache.world_pvsbits)
6104 Mem_Free(r_refdef.viewcache.world_pvsbits);
6105 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6107 if (r_refdef.viewcache.world_numleafs != numleafs)
6109 r_refdef.viewcache.world_numleafs = numleafs;
6110 if (r_refdef.viewcache.world_leafvisible)
6111 Mem_Free(r_refdef.viewcache.world_leafvisible);
6112 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6114 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6116 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6117 if (r_refdef.viewcache.world_surfacevisible)
6118 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6119 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6123 extern rtexture_t *loadingscreentexture;
6124 void gl_main_start(void)
6126 loadingscreentexture = NULL;
6127 r_texture_blanknormalmap = NULL;
6128 r_texture_white = NULL;
6129 r_texture_grey128 = NULL;
6130 r_texture_black = NULL;
6131 r_texture_whitecube = NULL;
6132 r_texture_normalizationcube = NULL;
6133 r_texture_fogattenuation = NULL;
6134 r_texture_gammaramps = NULL;
6135 r_texture_numcubemaps = 0;
6137 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6138 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6140 switch(vid.renderpath)
6142 case RENDERPATH_GL20:
6143 case RENDERPATH_CGGL:
6144 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6145 Cvar_SetValueQuick(&gl_combine, 1);
6146 Cvar_SetValueQuick(&r_glsl, 1);
6147 r_loadnormalmap = true;
6151 case RENDERPATH_GL13:
6152 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6153 Cvar_SetValueQuick(&gl_combine, 1);
6154 Cvar_SetValueQuick(&r_glsl, 0);
6155 r_loadnormalmap = false;
6156 r_loadgloss = false;
6159 case RENDERPATH_GL11:
6160 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6161 Cvar_SetValueQuick(&gl_combine, 0);
6162 Cvar_SetValueQuick(&r_glsl, 0);
6163 r_loadnormalmap = false;
6164 r_loadgloss = false;
6170 R_FrameData_Reset();
6174 memset(r_queries, 0, sizeof(r_queries));
6176 r_qwskincache = NULL;
6177 r_qwskincache_size = 0;
6179 // set up r_skinframe loading system for textures
6180 memset(&r_skinframe, 0, sizeof(r_skinframe));
6181 r_skinframe.loadsequence = 1;
6182 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6184 r_main_texturepool = R_AllocTexturePool();
6185 R_BuildBlankTextures();
6187 if (vid.support.arb_texture_cube_map)
6190 R_BuildNormalizationCube();
6192 r_texture_fogattenuation = NULL;
6193 r_texture_gammaramps = NULL;
6194 //r_texture_fogintensity = NULL;
6195 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6196 memset(&r_waterstate, 0, sizeof(r_waterstate));
6197 r_glsl_permutation = NULL;
6198 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6199 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6200 glslshaderstring = NULL;
6202 r_cg_permutation = NULL;
6203 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6204 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6205 cgshaderstring = NULL;
6207 memset(&r_svbsp, 0, sizeof (r_svbsp));
6209 r_refdef.fogmasktable_density = 0;
6212 void gl_main_shutdown(void)
6215 R_FrameData_Reset();
6217 R_Main_FreeViewCache();
6220 qglDeleteQueriesARB(r_maxqueries, r_queries);
6224 memset(r_queries, 0, sizeof(r_queries));
6226 r_qwskincache = NULL;
6227 r_qwskincache_size = 0;
6229 // clear out the r_skinframe state
6230 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6231 memset(&r_skinframe, 0, sizeof(r_skinframe));
6234 Mem_Free(r_svbsp.nodes);
6235 memset(&r_svbsp, 0, sizeof (r_svbsp));
6236 R_FreeTexturePool(&r_main_texturepool);
6237 loadingscreentexture = NULL;
6238 r_texture_blanknormalmap = NULL;
6239 r_texture_white = NULL;
6240 r_texture_grey128 = NULL;
6241 r_texture_black = NULL;
6242 r_texture_whitecube = NULL;
6243 r_texture_normalizationcube = NULL;
6244 r_texture_fogattenuation = NULL;
6245 r_texture_gammaramps = NULL;
6246 r_texture_numcubemaps = 0;
6247 //r_texture_fogintensity = NULL;
6248 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6249 memset(&r_waterstate, 0, sizeof(r_waterstate));
6250 r_glsl_permutation = NULL;
6251 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6252 glslshaderstring = NULL;
6254 r_cg_permutation = NULL;
6255 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6256 cgshaderstring = NULL;
6261 extern void CL_ParseEntityLump(char *entitystring);
6262 void gl_main_newmap(void)
6264 // FIXME: move this code to client
6266 char *entities, entname[MAX_QPATH];
6268 Mem_Free(r_qwskincache);
6269 r_qwskincache = NULL;
6270 r_qwskincache_size = 0;
6273 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6274 l = (int)strlen(entname) - 4;
6275 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6277 memcpy(entname + l, ".ent", 5);
6278 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6280 CL_ParseEntityLump(entities);
6285 if (cl.worldmodel->brush.entities)
6286 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6288 R_Main_FreeViewCache();
6290 R_FrameData_Reset();
6293 void GL_Main_Init(void)
6295 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6297 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6298 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6299 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6300 if (gamemode == GAME_NEHAHRA)
6302 Cvar_RegisterVariable (&gl_fogenable);
6303 Cvar_RegisterVariable (&gl_fogdensity);
6304 Cvar_RegisterVariable (&gl_fogred);
6305 Cvar_RegisterVariable (&gl_foggreen);
6306 Cvar_RegisterVariable (&gl_fogblue);
6307 Cvar_RegisterVariable (&gl_fogstart);
6308 Cvar_RegisterVariable (&gl_fogend);
6309 Cvar_RegisterVariable (&gl_skyclip);
6311 Cvar_RegisterVariable(&r_motionblur);
6312 Cvar_RegisterVariable(&r_motionblur_maxblur);
6313 Cvar_RegisterVariable(&r_motionblur_bmin);
6314 Cvar_RegisterVariable(&r_motionblur_vmin);
6315 Cvar_RegisterVariable(&r_motionblur_vmax);
6316 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6317 Cvar_RegisterVariable(&r_motionblur_randomize);
6318 Cvar_RegisterVariable(&r_damageblur);
6319 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6320 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6321 Cvar_RegisterVariable(&r_equalize_entities_by);
6322 Cvar_RegisterVariable(&r_equalize_entities_to);
6323 Cvar_RegisterVariable(&r_depthfirst);
6324 Cvar_RegisterVariable(&r_useinfinitefarclip);
6325 Cvar_RegisterVariable(&r_farclip_base);
6326 Cvar_RegisterVariable(&r_farclip_world);
6327 Cvar_RegisterVariable(&r_nearclip);
6328 Cvar_RegisterVariable(&r_showbboxes);
6329 Cvar_RegisterVariable(&r_showsurfaces);
6330 Cvar_RegisterVariable(&r_showtris);
6331 Cvar_RegisterVariable(&r_shownormals);
6332 Cvar_RegisterVariable(&r_showlighting);
6333 Cvar_RegisterVariable(&r_showshadowvolumes);
6334 Cvar_RegisterVariable(&r_showcollisionbrushes);
6335 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6336 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6337 Cvar_RegisterVariable(&r_showdisabledepthtest);
6338 Cvar_RegisterVariable(&r_drawportals);
6339 Cvar_RegisterVariable(&r_drawentities);
6340 Cvar_RegisterVariable(&r_cullentities_trace);
6341 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6342 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6343 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6344 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6345 Cvar_RegisterVariable(&r_drawviewmodel);
6346 Cvar_RegisterVariable(&r_drawexteriormodel);
6347 Cvar_RegisterVariable(&r_speeds);
6348 Cvar_RegisterVariable(&r_fullbrights);
6349 Cvar_RegisterVariable(&r_wateralpha);
6350 Cvar_RegisterVariable(&r_dynamic);
6351 Cvar_RegisterVariable(&r_fullbright);
6352 Cvar_RegisterVariable(&r_shadows);
6353 Cvar_RegisterVariable(&r_shadows_darken);
6354 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6355 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6356 Cvar_RegisterVariable(&r_shadows_throwdistance);
6357 Cvar_RegisterVariable(&r_shadows_throwdirection);
6358 Cvar_RegisterVariable(&r_shadows_focus);
6359 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6360 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6361 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6362 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6363 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6364 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6365 Cvar_RegisterVariable(&r_fog_exp2);
6366 Cvar_RegisterVariable(&r_drawfog);
6367 Cvar_RegisterVariable(&r_transparentdepthmasking);
6368 Cvar_RegisterVariable(&r_texture_dds_load);
6369 Cvar_RegisterVariable(&r_texture_dds_save);
6370 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6371 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6372 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6373 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6374 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6375 Cvar_RegisterVariable(&r_textureunits);
6376 Cvar_RegisterVariable(&gl_combine);
6377 Cvar_RegisterVariable(&r_glsl);
6378 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6379 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6380 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6381 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6382 Cvar_RegisterVariable(&r_glsl_postprocess);
6383 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6384 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6385 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6386 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6387 Cvar_RegisterVariable(&r_water);
6388 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6389 Cvar_RegisterVariable(&r_water_clippingplanebias);
6390 Cvar_RegisterVariable(&r_water_refractdistort);
6391 Cvar_RegisterVariable(&r_water_reflectdistort);
6392 Cvar_RegisterVariable(&r_lerpsprites);
6393 Cvar_RegisterVariable(&r_lerpmodels);
6394 Cvar_RegisterVariable(&r_lerplightstyles);
6395 Cvar_RegisterVariable(&r_waterscroll);
6396 Cvar_RegisterVariable(&r_bloom);
6397 Cvar_RegisterVariable(&r_bloom_colorscale);
6398 Cvar_RegisterVariable(&r_bloom_brighten);
6399 Cvar_RegisterVariable(&r_bloom_blur);
6400 Cvar_RegisterVariable(&r_bloom_resolution);
6401 Cvar_RegisterVariable(&r_bloom_colorexponent);
6402 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6403 Cvar_RegisterVariable(&r_hdr);
6404 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6405 Cvar_RegisterVariable(&r_hdr_glowintensity);
6406 Cvar_RegisterVariable(&r_hdr_range);
6407 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6408 Cvar_RegisterVariable(&developer_texturelogging);
6409 Cvar_RegisterVariable(&gl_lightmaps);
6410 Cvar_RegisterVariable(&r_test);
6411 Cvar_RegisterVariable(&r_batchmode);
6412 Cvar_RegisterVariable(&r_glsl_saturation);
6413 Cvar_RegisterVariable(&r_framedatasize);
6414 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6415 Cvar_SetValue("r_fullbrights", 0);
6416 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6418 Cvar_RegisterVariable(&r_track_sprites);
6419 Cvar_RegisterVariable(&r_track_sprites_flags);
6420 Cvar_RegisterVariable(&r_track_sprites_scalew);
6421 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6422 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6423 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6426 extern void R_Textures_Init(void);
6427 extern void GL_Draw_Init(void);
6428 extern void GL_Main_Init(void);
6429 extern void R_Shadow_Init(void);
6430 extern void R_Sky_Init(void);
6431 extern void GL_Surf_Init(void);
6432 extern void R_Particles_Init(void);
6433 extern void R_Explosion_Init(void);
6434 extern void gl_backend_init(void);
6435 extern void Sbar_Init(void);
6436 extern void R_LightningBeams_Init(void);
6437 extern void Mod_RenderInit(void);
6438 extern void Font_Init(void);
6440 void Render_Init(void)
6453 R_LightningBeams_Init();
6462 extern char *ENGINE_EXTENSIONS;
6465 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6466 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6467 gl_version = (const char *)qglGetString(GL_VERSION);
6468 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6472 if (!gl_platformextensions)
6473 gl_platformextensions = "";
6475 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6476 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6477 Con_Printf("GL_VERSION: %s\n", gl_version);
6478 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6479 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6481 VID_CheckExtensions();
6483 // LordHavoc: report supported extensions
6484 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6486 // clear to black (loading plaque will be seen over this)
6488 qglClearColor(0,0,0,1);CHECKGLERROR
6489 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6492 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6496 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6498 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6501 p = r_refdef.view.frustum + i;
6506 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6510 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6514 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6518 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6522 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6526 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6530 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6534 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6542 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6546 for (i = 0;i < numplanes;i++)
6553 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6557 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6561 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6565 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6569 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6573 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6577 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6581 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6589 //==================================================================================
6591 // LordHavoc: this stores temporary data used within the same frame
6593 qboolean r_framedata_failed;
6594 static size_t r_framedata_size;
6595 static size_t r_framedata_current;
6596 static void *r_framedata_base;
6598 void R_FrameData_Reset(void)
6600 if (r_framedata_base)
6601 Mem_Free(r_framedata_base);
6602 r_framedata_base = NULL;
6603 r_framedata_size = 0;
6604 r_framedata_current = 0;
6605 r_framedata_failed = false;
6608 void R_FrameData_NewFrame(void)
6611 if (r_framedata_failed)
6612 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6613 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6614 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6615 if (r_framedata_size != wantedsize)
6617 r_framedata_size = wantedsize;
6618 if (r_framedata_base)
6619 Mem_Free(r_framedata_base);
6620 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6622 r_framedata_current = 0;
6623 r_framedata_failed = false;
6626 void *R_FrameData_Alloc(size_t size)
6630 // align to 16 byte boundary
6631 size = (size + 15) & ~15;
6632 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6633 r_framedata_current += size;
6636 if (r_framedata_current > r_framedata_size)
6637 r_framedata_failed = true;
6639 // return NULL on everything after a failure
6640 if (r_framedata_failed)
6646 void *R_FrameData_Store(size_t size, void *data)
6648 void *d = R_FrameData_Alloc(size);
6650 memcpy(d, data, size);
6654 //==================================================================================
6656 // LordHavoc: animcache originally written by Echon, rewritten since then
6659 * Animation cache prevents re-generating mesh data for an animated model
6660 * multiple times in one frame for lighting, shadowing, reflections, etc.
6663 void R_AnimCache_Free(void)
6667 void R_AnimCache_ClearCache(void)
6670 entity_render_t *ent;
6672 for (i = 0;i < r_refdef.scene.numentities;i++)
6674 ent = r_refdef.scene.entities[i];
6675 ent->animcache_vertex3f = NULL;
6676 ent->animcache_normal3f = NULL;
6677 ent->animcache_svector3f = NULL;
6678 ent->animcache_tvector3f = NULL;
6682 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6684 dp_model_t *model = ent->model;
6686 // see if it's already cached this frame
6687 if (ent->animcache_vertex3f)
6689 // add normals/tangents if needed
6690 if (wantnormals || wanttangents)
6692 if (ent->animcache_normal3f)
6693 wantnormals = false;
6694 if (ent->animcache_svector3f)
6695 wanttangents = false;
6696 if (wantnormals || wanttangents)
6698 numvertices = model->surfmesh.num_vertices;
6700 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6703 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6704 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6706 if (!r_framedata_failed)
6707 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6713 // see if this ent is worth caching
6714 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6716 // get some memory for this entity and generate mesh data
6717 numvertices = model->surfmesh.num_vertices;
6718 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6720 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6723 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6724 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6726 if (!r_framedata_failed)
6727 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6729 return !r_framedata_failed;
6732 void R_AnimCache_CacheVisibleEntities(void)
6735 qboolean wantnormals = !r_showsurfaces.integer;
6736 qboolean wanttangents = !r_showsurfaces.integer;
6738 switch(vid.renderpath)
6740 case RENDERPATH_GL20:
6741 case RENDERPATH_CGGL:
6743 case RENDERPATH_GL13:
6744 case RENDERPATH_GL11:
6745 wanttangents = false;
6749 // TODO: thread this
6750 // NOTE: R_PrepareRTLights() also caches entities
6752 for (i = 0;i < r_refdef.scene.numentities;i++)
6753 if (r_refdef.viewcache.entityvisible[i])
6754 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6757 //==================================================================================
6759 static void R_View_UpdateEntityLighting (void)
6762 entity_render_t *ent;
6763 vec3_t tempdiffusenormal, avg;
6764 vec_t f, fa, fd, fdd;
6765 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6767 for (i = 0;i < r_refdef.scene.numentities;i++)
6769 ent = r_refdef.scene.entities[i];
6771 // skip unseen models
6772 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6776 if (ent->model && ent->model->brush.num_leafs)
6778 // TODO: use modellight for r_ambient settings on world?
6779 VectorSet(ent->modellight_ambient, 0, 0, 0);
6780 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6781 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6785 // fetch the lighting from the worldmodel data
6786 VectorClear(ent->modellight_ambient);
6787 VectorClear(ent->modellight_diffuse);
6788 VectorClear(tempdiffusenormal);
6789 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6792 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6793 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6794 if(ent->flags & RENDER_EQUALIZE)
6796 // first fix up ambient lighting...
6797 if(r_equalize_entities_minambient.value > 0)
6799 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6802 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6803 if(fa < r_equalize_entities_minambient.value * fd)
6806 // fa'/fd' = minambient
6807 // fa'+0.25*fd' = fa+0.25*fd
6809 // fa' = fd' * minambient
6810 // fd'*(0.25+minambient) = fa+0.25*fd
6812 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6813 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6815 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6816 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
6817 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6818 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6823 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6825 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6826 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6829 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6830 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6831 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6837 VectorSet(ent->modellight_ambient, 1, 1, 1);
6839 // move the light direction into modelspace coordinates for lighting code
6840 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6841 if(VectorLength2(ent->modellight_lightdir) == 0)
6842 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6843 VectorNormalize(ent->modellight_lightdir);
6847 #define MAX_LINEOFSIGHTTRACES 64
6849 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6852 vec3_t boxmins, boxmaxs;
6855 dp_model_t *model = r_refdef.scene.worldmodel;
6857 if (!model || !model->brush.TraceLineOfSight)
6860 // expand the box a little
6861 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6862 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6863 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6864 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6865 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6866 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6868 // return true if eye is inside enlarged box
6869 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6873 VectorCopy(eye, start);
6874 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6875 if (model->brush.TraceLineOfSight(model, start, end))
6878 // try various random positions
6879 for (i = 0;i < numsamples;i++)
6881 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6882 if (model->brush.TraceLineOfSight(model, start, end))
6890 static void R_View_UpdateEntityVisible (void)
6895 entity_render_t *ent;
6897 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6898 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6899 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6900 : RENDER_EXTERIORMODEL;
6901 if (!r_drawviewmodel.integer)
6902 renderimask |= RENDER_VIEWMODEL;
6903 if (!r_drawexteriormodel.integer)
6904 renderimask |= RENDER_EXTERIORMODEL;
6905 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6907 // worldmodel can check visibility
6908 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6909 for (i = 0;i < r_refdef.scene.numentities;i++)
6911 ent = r_refdef.scene.entities[i];
6912 if (!(ent->flags & renderimask))
6913 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)))
6914 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))
6915 r_refdef.viewcache.entityvisible[i] = true;
6917 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6918 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6920 for (i = 0;i < r_refdef.scene.numentities;i++)
6922 ent = r_refdef.scene.entities[i];
6923 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6925 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6927 continue; // temp entities do pvs only
6928 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6929 ent->last_trace_visibility = realtime;
6930 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6931 r_refdef.viewcache.entityvisible[i] = 0;
6938 // no worldmodel or it can't check visibility
6939 for (i = 0;i < r_refdef.scene.numentities;i++)
6941 ent = r_refdef.scene.entities[i];
6942 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));
6947 /// only used if skyrendermasked, and normally returns false
6948 int R_DrawBrushModelsSky (void)
6951 entity_render_t *ent;
6954 for (i = 0;i < r_refdef.scene.numentities;i++)
6956 if (!r_refdef.viewcache.entityvisible[i])
6958 ent = r_refdef.scene.entities[i];
6959 if (!ent->model || !ent->model->DrawSky)
6961 ent->model->DrawSky(ent);
6967 static void R_DrawNoModel(entity_render_t *ent);
6968 static void R_DrawModels(void)
6971 entity_render_t *ent;
6973 for (i = 0;i < r_refdef.scene.numentities;i++)
6975 if (!r_refdef.viewcache.entityvisible[i])
6977 ent = r_refdef.scene.entities[i];
6978 r_refdef.stats.entities++;
6979 if (ent->model && ent->model->Draw != NULL)
6980 ent->model->Draw(ent);
6986 static void R_DrawModelsDepth(void)
6989 entity_render_t *ent;
6991 for (i = 0;i < r_refdef.scene.numentities;i++)
6993 if (!r_refdef.viewcache.entityvisible[i])
6995 ent = r_refdef.scene.entities[i];
6996 if (ent->model && ent->model->DrawDepth != NULL)
6997 ent->model->DrawDepth(ent);
7001 static void R_DrawModelsDebug(void)
7004 entity_render_t *ent;
7006 for (i = 0;i < r_refdef.scene.numentities;i++)
7008 if (!r_refdef.viewcache.entityvisible[i])
7010 ent = r_refdef.scene.entities[i];
7011 if (ent->model && ent->model->DrawDebug != NULL)
7012 ent->model->DrawDebug(ent);
7016 static void R_DrawModelsAddWaterPlanes(void)
7019 entity_render_t *ent;
7021 for (i = 0;i < r_refdef.scene.numentities;i++)
7023 if (!r_refdef.viewcache.entityvisible[i])
7025 ent = r_refdef.scene.entities[i];
7026 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7027 ent->model->DrawAddWaterPlanes(ent);
7031 static void R_View_SetFrustum(void)
7034 double slopex, slopey;
7035 vec3_t forward, left, up, origin;
7037 // we can't trust r_refdef.view.forward and friends in reflected scenes
7038 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7041 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7042 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7043 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7044 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7045 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7046 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7047 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7048 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7049 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7050 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7051 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7052 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7056 zNear = r_refdef.nearclip;
7057 nudge = 1.0 - 1.0 / (1<<23);
7058 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7059 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7060 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7061 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7062 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7063 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7064 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7065 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7071 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7072 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7073 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7074 r_refdef.view.frustum[0].dist = m[15] - m[12];
7076 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7077 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7078 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7079 r_refdef.view.frustum[1].dist = m[15] + m[12];
7081 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7082 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7083 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7084 r_refdef.view.frustum[2].dist = m[15] - m[13];
7086 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7087 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7088 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7089 r_refdef.view.frustum[3].dist = m[15] + m[13];
7091 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7092 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7093 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7094 r_refdef.view.frustum[4].dist = m[15] - m[14];
7096 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7097 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7098 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7099 r_refdef.view.frustum[5].dist = m[15] + m[14];
7102 if (r_refdef.view.useperspective)
7104 slopex = 1.0 / r_refdef.view.frustum_x;
7105 slopey = 1.0 / r_refdef.view.frustum_y;
7106 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7107 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7108 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7109 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7110 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7112 // Leaving those out was a mistake, those were in the old code, and they
7113 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7114 // I couldn't reproduce it after adding those normalizations. --blub
7115 VectorNormalize(r_refdef.view.frustum[0].normal);
7116 VectorNormalize(r_refdef.view.frustum[1].normal);
7117 VectorNormalize(r_refdef.view.frustum[2].normal);
7118 VectorNormalize(r_refdef.view.frustum[3].normal);
7120 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7121 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]);
7122 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]);
7123 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]);
7124 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]);
7126 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7127 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7128 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7129 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7130 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7134 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7135 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7136 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7137 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7138 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7139 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7140 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7141 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7142 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7143 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7145 r_refdef.view.numfrustumplanes = 5;
7147 if (r_refdef.view.useclipplane)
7149 r_refdef.view.numfrustumplanes = 6;
7150 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7153 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7154 PlaneClassify(r_refdef.view.frustum + i);
7156 // LordHavoc: note to all quake engine coders, Quake had a special case
7157 // for 90 degrees which assumed a square view (wrong), so I removed it,
7158 // Quake2 has it disabled as well.
7160 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7161 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7162 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7163 //PlaneClassify(&frustum[0]);
7165 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7166 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7167 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7168 //PlaneClassify(&frustum[1]);
7170 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7171 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7172 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7173 //PlaneClassify(&frustum[2]);
7175 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7176 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7177 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7178 //PlaneClassify(&frustum[3]);
7181 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7182 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7183 //PlaneClassify(&frustum[4]);
7186 void R_View_Update(void)
7188 R_Main_ResizeViewCache();
7189 R_View_SetFrustum();
7190 R_View_WorldVisibility(r_refdef.view.useclipplane);
7191 R_View_UpdateEntityVisible();
7192 R_View_UpdateEntityLighting();
7195 void R_SetupView(qboolean allowwaterclippingplane)
7197 const float *customclipplane = NULL;
7199 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7201 // LordHavoc: couldn't figure out how to make this approach the
7202 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7203 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7204 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7205 dist = r_refdef.view.clipplane.dist;
7206 plane[0] = r_refdef.view.clipplane.normal[0];
7207 plane[1] = r_refdef.view.clipplane.normal[1];
7208 plane[2] = r_refdef.view.clipplane.normal[2];
7210 customclipplane = plane;
7213 if (!r_refdef.view.useperspective)
7214 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);
7215 else if (vid.stencil && r_useinfinitefarclip.integer)
7216 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);
7218 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);
7219 R_SetViewport(&r_refdef.view.viewport);
7222 void R_EntityMatrix(const matrix4x4_t *matrix)
7224 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7226 gl_modelmatrixchanged = false;
7227 gl_modelmatrix = *matrix;
7228 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7229 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7230 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7231 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7233 switch(vid.renderpath)
7235 case RENDERPATH_GL20:
7236 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7237 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7238 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7240 case RENDERPATH_CGGL:
7243 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7244 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7245 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7248 case RENDERPATH_GL13:
7249 case RENDERPATH_GL11:
7250 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7256 void R_ResetViewRendering2D(void)
7258 r_viewport_t viewport;
7261 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7262 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);
7263 R_SetViewport(&viewport);
7264 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7265 GL_Color(1, 1, 1, 1);
7266 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7267 GL_BlendFunc(GL_ONE, GL_ZERO);
7268 GL_AlphaTest(false);
7269 GL_ScissorTest(false);
7270 GL_DepthMask(false);
7271 GL_DepthRange(0, 1);
7272 GL_DepthTest(false);
7273 R_EntityMatrix(&identitymatrix);
7274 R_Mesh_ResetTextureState();
7275 GL_PolygonOffset(0, 0);
7276 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7277 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7278 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7279 qglStencilMask(~0);CHECKGLERROR
7280 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7281 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7282 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7285 void R_ResetViewRendering3D(void)
7290 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7291 GL_Color(1, 1, 1, 1);
7292 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7293 GL_BlendFunc(GL_ONE, GL_ZERO);
7294 GL_AlphaTest(false);
7295 GL_ScissorTest(true);
7297 GL_DepthRange(0, 1);
7299 R_EntityMatrix(&identitymatrix);
7300 R_Mesh_ResetTextureState();
7301 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7302 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7303 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7304 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7305 qglStencilMask(~0);CHECKGLERROR
7306 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7307 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7308 GL_CullFace(r_refdef.view.cullface_back);
7313 R_RenderView_UpdateViewVectors
7316 static void R_RenderView_UpdateViewVectors(void)
7318 // break apart the view matrix into vectors for various purposes
7319 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7320 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7321 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7322 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7323 // make an inverted copy of the view matrix for tracking sprites
7324 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7327 void R_RenderScene(void);
7328 void R_RenderWaterPlanes(void);
7330 static void R_Water_StartFrame(void)
7333 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7334 r_waterstate_waterplane_t *p;
7336 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7339 switch(vid.renderpath)
7341 case RENDERPATH_GL20:
7342 case RENDERPATH_CGGL:
7344 case RENDERPATH_GL13:
7345 case RENDERPATH_GL11:
7349 // set waterwidth and waterheight to the water resolution that will be
7350 // used (often less than the screen resolution for faster rendering)
7351 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7352 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7354 // calculate desired texture sizes
7355 // can't use water if the card does not support the texture size
7356 if (!r_water.integer || r_showsurfaces.integer)
7357 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7358 else if (vid.support.arb_texture_non_power_of_two)
7360 texturewidth = waterwidth;
7361 textureheight = waterheight;
7362 camerawidth = waterwidth;
7363 cameraheight = waterheight;
7367 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7368 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7369 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7370 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7373 // allocate textures as needed
7374 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7376 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7377 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7379 if (p->texture_refraction)
7380 R_FreeTexture(p->texture_refraction);
7381 p->texture_refraction = NULL;
7382 if (p->texture_reflection)
7383 R_FreeTexture(p->texture_reflection);
7384 p->texture_reflection = NULL;
7385 if (p->texture_camera)
7386 R_FreeTexture(p->texture_camera);
7387 p->texture_camera = NULL;
7389 memset(&r_waterstate, 0, sizeof(r_waterstate));
7390 r_waterstate.texturewidth = texturewidth;
7391 r_waterstate.textureheight = textureheight;
7392 r_waterstate.camerawidth = camerawidth;
7393 r_waterstate.cameraheight = cameraheight;
7396 if (r_waterstate.texturewidth)
7398 r_waterstate.enabled = true;
7400 // when doing a reduced render (HDR) we want to use a smaller area
7401 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7402 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7404 // set up variables that will be used in shader setup
7405 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7406 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7407 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7408 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7411 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7412 r_waterstate.numwaterplanes = 0;
7415 void R_Water_AddWaterPlane(msurface_t *surface)
7417 int triangleindex, planeindex;
7424 r_waterstate_waterplane_t *p;
7425 texture_t *t = R_GetCurrentTexture(surface->texture);
7426 cam_ent = t->camera_entity;
7427 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7430 // just use the first triangle with a valid normal for any decisions
7431 VectorClear(normal);
7432 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7434 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7435 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7436 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7437 TriangleNormal(vert[0], vert[1], vert[2], normal);
7438 if (VectorLength2(normal) >= 0.001)
7442 VectorCopy(normal, plane.normal);
7443 VectorNormalize(plane.normal);
7444 plane.dist = DotProduct(vert[0], plane.normal);
7445 PlaneClassify(&plane);
7446 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7448 // skip backfaces (except if nocullface is set)
7449 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7451 VectorNegate(plane.normal, plane.normal);
7453 PlaneClassify(&plane);
7457 // find a matching plane if there is one
7458 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7459 if(p->camera_entity == t->camera_entity)
7460 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7462 if (planeindex >= r_waterstate.maxwaterplanes)
7463 return; // nothing we can do, out of planes
7465 // if this triangle does not fit any known plane rendered this frame, add one
7466 if (planeindex >= r_waterstate.numwaterplanes)
7468 // store the new plane
7469 r_waterstate.numwaterplanes++;
7471 // clear materialflags and pvs
7472 p->materialflags = 0;
7473 p->pvsvalid = false;
7474 p->camera_entity = t->camera_entity;
7476 // merge this surface's materialflags into the waterplane
7477 p->materialflags |= t->currentmaterialflags;
7478 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7480 // merge this surface's PVS into the waterplane
7481 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7482 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7483 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7485 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7491 static void R_Water_ProcessPlanes(void)
7493 r_refdef_view_t originalview;
7494 r_refdef_view_t myview;
7496 r_waterstate_waterplane_t *p;
7499 originalview = r_refdef.view;
7501 // make sure enough textures are allocated
7502 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7504 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7506 if (!p->texture_refraction)
7507 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);
7508 if (!p->texture_refraction)
7511 else if (p->materialflags & MATERIALFLAG_CAMERA)
7513 if (!p->texture_camera)
7514 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7515 if (!p->texture_camera)
7519 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7521 if (!p->texture_reflection)
7522 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);
7523 if (!p->texture_reflection)
7529 r_refdef.view = originalview;
7530 r_refdef.view.showdebug = false;
7531 r_refdef.view.width = r_waterstate.waterwidth;
7532 r_refdef.view.height = r_waterstate.waterheight;
7533 r_refdef.view.useclipplane = true;
7534 myview = r_refdef.view;
7535 r_waterstate.renderingscene = true;
7536 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7538 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7540 r_refdef.view = myview;
7541 // render reflected scene and copy into texture
7542 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7543 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7544 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7545 r_refdef.view.clipplane = p->plane;
7546 // reverse the cullface settings for this render
7547 r_refdef.view.cullface_front = GL_FRONT;
7548 r_refdef.view.cullface_back = GL_BACK;
7549 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7551 r_refdef.view.usecustompvs = true;
7553 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7555 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7558 R_ResetViewRendering3D();
7559 R_ClearScreen(r_refdef.fogenabled);
7563 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);
7566 // render the normal view scene and copy into texture
7567 // (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)
7568 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7570 r_waterstate.renderingrefraction = true;
7571 r_refdef.view = myview;
7573 r_refdef.view.clipplane = p->plane;
7574 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7575 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7577 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7579 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7580 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7581 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7582 R_RenderView_UpdateViewVectors();
7583 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7586 PlaneClassify(&r_refdef.view.clipplane);
7588 R_ResetViewRendering3D();
7589 R_ClearScreen(r_refdef.fogenabled);
7593 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);
7594 r_waterstate.renderingrefraction = false;
7596 else if (p->materialflags & MATERIALFLAG_CAMERA)
7598 r_refdef.view = myview;
7600 r_refdef.view.clipplane = p->plane;
7601 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7602 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7604 r_refdef.view.width = r_waterstate.camerawidth;
7605 r_refdef.view.height = r_waterstate.cameraheight;
7606 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7607 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7609 if(p->camera_entity)
7611 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7612 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7615 // reverse the cullface settings for this render
7616 r_refdef.view.cullface_front = GL_FRONT;
7617 r_refdef.view.cullface_back = GL_BACK;
7618 // also reverse the view matrix
7619 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7620 R_RenderView_UpdateViewVectors();
7621 if(p->camera_entity)
7622 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7624 // camera needs no clipplane
7625 r_refdef.view.useclipplane = false;
7627 PlaneClassify(&r_refdef.view.clipplane);
7629 R_ResetViewRendering3D();
7630 R_ClearScreen(r_refdef.fogenabled);
7634 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7635 r_waterstate.renderingrefraction = false;
7639 r_waterstate.renderingscene = false;
7640 r_refdef.view = originalview;
7641 R_ResetViewRendering3D();
7642 R_ClearScreen(r_refdef.fogenabled);
7646 r_refdef.view = originalview;
7647 r_waterstate.renderingscene = false;
7648 Cvar_SetValueQuick(&r_water, 0);
7649 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7653 void R_Bloom_StartFrame(void)
7655 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7657 switch(vid.renderpath)
7659 case RENDERPATH_GL20:
7660 case RENDERPATH_CGGL:
7662 case RENDERPATH_GL13:
7663 case RENDERPATH_GL11:
7667 // set bloomwidth and bloomheight to the bloom resolution that will be
7668 // used (often less than the screen resolution for faster rendering)
7669 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7670 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7671 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7672 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7673 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7675 // calculate desired texture sizes
7676 if (vid.support.arb_texture_non_power_of_two)
7678 screentexturewidth = r_refdef.view.width;
7679 screentextureheight = r_refdef.view.height;
7680 bloomtexturewidth = r_bloomstate.bloomwidth;
7681 bloomtextureheight = r_bloomstate.bloomheight;
7685 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7686 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7687 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7688 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7691 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))
7693 Cvar_SetValueQuick(&r_hdr, 0);
7694 Cvar_SetValueQuick(&r_bloom, 0);
7695 Cvar_SetValueQuick(&r_motionblur, 0);
7696 Cvar_SetValueQuick(&r_damageblur, 0);
7699 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)))
7700 screentexturewidth = screentextureheight = 0;
7701 if (!r_hdr.integer && !r_bloom.integer)
7702 bloomtexturewidth = bloomtextureheight = 0;
7704 // allocate textures as needed
7705 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7707 if (r_bloomstate.texture_screen)
7708 R_FreeTexture(r_bloomstate.texture_screen);
7709 r_bloomstate.texture_screen = NULL;
7710 r_bloomstate.screentexturewidth = screentexturewidth;
7711 r_bloomstate.screentextureheight = screentextureheight;
7712 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7713 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7715 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7717 if (r_bloomstate.texture_bloom)
7718 R_FreeTexture(r_bloomstate.texture_bloom);
7719 r_bloomstate.texture_bloom = NULL;
7720 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7721 r_bloomstate.bloomtextureheight = bloomtextureheight;
7722 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7723 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7726 // when doing a reduced render (HDR) we want to use a smaller area
7727 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7728 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7729 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7730 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7731 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7733 // set up a texcoord array for the full resolution screen image
7734 // (we have to keep this around to copy back during final render)
7735 r_bloomstate.screentexcoord2f[0] = 0;
7736 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7737 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7738 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7739 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7740 r_bloomstate.screentexcoord2f[5] = 0;
7741 r_bloomstate.screentexcoord2f[6] = 0;
7742 r_bloomstate.screentexcoord2f[7] = 0;
7744 // set up a texcoord array for the reduced resolution bloom image
7745 // (which will be additive blended over the screen image)
7746 r_bloomstate.bloomtexcoord2f[0] = 0;
7747 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7748 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7749 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7750 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7751 r_bloomstate.bloomtexcoord2f[5] = 0;
7752 r_bloomstate.bloomtexcoord2f[6] = 0;
7753 r_bloomstate.bloomtexcoord2f[7] = 0;
7755 if (r_hdr.integer || r_bloom.integer)
7757 r_bloomstate.enabled = true;
7758 r_bloomstate.hdr = r_hdr.integer != 0;
7761 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);
7764 void R_Bloom_CopyBloomTexture(float colorscale)
7766 r_refdef.stats.bloom++;
7768 // scale down screen texture to the bloom texture size
7770 R_SetViewport(&r_bloomstate.viewport);
7771 GL_BlendFunc(GL_ONE, GL_ZERO);
7772 GL_Color(colorscale, colorscale, colorscale, 1);
7773 // TODO: optimize with multitexture or GLSL
7774 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7775 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7776 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7777 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7779 // we now have a bloom image in the framebuffer
7780 // copy it into the bloom image texture for later processing
7781 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);
7782 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7785 void R_Bloom_CopyHDRTexture(void)
7787 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);
7788 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7791 void R_Bloom_MakeTexture(void)
7794 float xoffset, yoffset, r, brighten;
7796 r_refdef.stats.bloom++;
7798 R_ResetViewRendering2D();
7799 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7800 R_Mesh_ColorPointer(NULL, 0, 0);
7802 // we have a bloom image in the framebuffer
7804 R_SetViewport(&r_bloomstate.viewport);
7806 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7809 r = bound(0, r_bloom_colorexponent.value / x, 1);
7810 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7811 GL_Color(r, r, r, 1);
7812 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7813 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7814 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7815 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7817 // copy the vertically blurred bloom view to a texture
7818 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);
7819 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7822 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7823 brighten = r_bloom_brighten.value;
7825 brighten *= r_hdr_range.value;
7826 brighten = sqrt(brighten);
7828 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7829 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7830 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7832 for (dir = 0;dir < 2;dir++)
7834 // blend on at multiple vertical offsets to achieve a vertical blur
7835 // TODO: do offset blends using GLSL
7836 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7837 GL_BlendFunc(GL_ONE, GL_ZERO);
7838 for (x = -range;x <= range;x++)
7840 if (!dir){xoffset = 0;yoffset = x;}
7841 else {xoffset = x;yoffset = 0;}
7842 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7843 yoffset /= (float)r_bloomstate.bloomtextureheight;
7844 // compute a texcoord array with the specified x and y offset
7845 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7846 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7847 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7848 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7849 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7850 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7851 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7852 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7853 // this r value looks like a 'dot' particle, fading sharply to
7854 // black at the edges
7855 // (probably not realistic but looks good enough)
7856 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7857 //r = brighten/(range*2+1);
7858 r = brighten / (range * 2 + 1);
7860 r *= (1 - x*x/(float)(range*range));
7861 GL_Color(r, r, r, 1);
7862 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7863 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7864 GL_BlendFunc(GL_ONE, GL_ONE);
7867 // copy the vertically blurred bloom view to a texture
7868 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);
7869 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7872 // apply subtract last
7873 // (just like it would be in a GLSL shader)
7874 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7876 GL_BlendFunc(GL_ONE, GL_ZERO);
7877 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7878 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7879 GL_Color(1, 1, 1, 1);
7880 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7881 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7883 GL_BlendFunc(GL_ONE, GL_ONE);
7884 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7885 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7886 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7887 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7888 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7889 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7890 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7892 // copy the darkened bloom view to a texture
7893 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);
7894 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7898 void R_HDR_RenderBloomTexture(void)
7900 int oldwidth, oldheight;
7901 float oldcolorscale;
7903 oldcolorscale = r_refdef.view.colorscale;
7904 oldwidth = r_refdef.view.width;
7905 oldheight = r_refdef.view.height;
7906 r_refdef.view.width = r_bloomstate.bloomwidth;
7907 r_refdef.view.height = r_bloomstate.bloomheight;
7909 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7910 // TODO: add exposure compensation features
7911 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7913 r_refdef.view.showdebug = false;
7914 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7916 R_ResetViewRendering3D();
7918 R_ClearScreen(r_refdef.fogenabled);
7919 if (r_timereport_active)
7920 R_TimeReport("HDRclear");
7923 if (r_timereport_active)
7924 R_TimeReport("visibility");
7926 // only do secondary renders with HDR if r_hdr is 2 or higher
7927 r_waterstate.numwaterplanes = 0;
7928 if (r_waterstate.enabled && r_hdr.integer >= 2)
7929 R_RenderWaterPlanes();
7931 r_refdef.view.showdebug = true;
7933 r_waterstate.numwaterplanes = 0;
7935 R_ResetViewRendering2D();
7937 R_Bloom_CopyHDRTexture();
7938 R_Bloom_MakeTexture();
7940 // restore the view settings
7941 r_refdef.view.width = oldwidth;
7942 r_refdef.view.height = oldheight;
7943 r_refdef.view.colorscale = oldcolorscale;
7945 R_ResetViewRendering3D();
7947 R_ClearScreen(r_refdef.fogenabled);
7948 if (r_timereport_active)
7949 R_TimeReport("viewclear");
7952 static void R_BlendView(void)
7954 unsigned int permutation;
7955 float uservecs[4][4];
7957 switch (vid.renderpath)
7959 case RENDERPATH_GL20:
7960 case RENDERPATH_CGGL:
7962 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7963 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7964 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7965 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7966 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7968 if (r_bloomstate.texture_screen)
7970 // make sure the buffer is available
7971 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7973 R_ResetViewRendering2D();
7974 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7975 R_Mesh_ColorPointer(NULL, 0, 0);
7977 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7979 // declare variables
7981 static float avgspeed;
7983 speed = VectorLength(cl.movement_velocity);
7985 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7986 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7988 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7989 speed = bound(0, speed, 1);
7990 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7992 // calculate values into a standard alpha
7993 cl.motionbluralpha = 1 - exp(-
7995 (r_motionblur.value * speed / 80)
7997 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8000 max(0.0001, cl.time - cl.oldtime) // fps independent
8003 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8004 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8006 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8008 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8009 GL_Color(1, 1, 1, cl.motionbluralpha);
8010 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8011 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8012 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8013 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8017 // copy view into the screen texture
8018 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);
8019 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8021 else if (!r_bloomstate.texture_bloom)
8023 // we may still have to do view tint...
8024 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8026 // apply a color tint to the whole view
8027 R_ResetViewRendering2D();
8028 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8029 R_Mesh_ColorPointer(NULL, 0, 0);
8030 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8031 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8032 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8033 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8035 break; // no screen processing, no bloom, skip it
8038 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8040 // render simple bloom effect
8041 // copy the screen and shrink it and darken it for the bloom process
8042 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8043 // make the bloom texture
8044 R_Bloom_MakeTexture();
8047 #if _MSC_VER >= 1400
8048 #define sscanf sscanf_s
8050 memset(uservecs, 0, sizeof(uservecs));
8051 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8052 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8053 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8054 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8056 R_ResetViewRendering2D();
8057 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8058 R_Mesh_ColorPointer(NULL, 0, 0);
8059 GL_Color(1, 1, 1, 1);
8060 GL_BlendFunc(GL_ONE, GL_ZERO);
8061 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8062 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8064 switch(vid.renderpath)
8066 case RENDERPATH_GL20:
8067 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8068 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8069 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8070 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8071 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]);
8072 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8073 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]);
8074 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]);
8075 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]);
8076 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]);
8077 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8078 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8080 case RENDERPATH_CGGL:
8082 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8083 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8084 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8085 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8086 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
8087 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8088 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
8089 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
8090 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
8091 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
8092 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8093 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8099 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8100 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8102 case RENDERPATH_GL13:
8103 case RENDERPATH_GL11:
8104 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8106 // apply a color tint to the whole view
8107 R_ResetViewRendering2D();
8108 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8109 R_Mesh_ColorPointer(NULL, 0, 0);
8110 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8111 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8112 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8113 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8119 matrix4x4_t r_waterscrollmatrix;
8121 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8123 if (r_refdef.fog_density)
8125 r_refdef.fogcolor[0] = r_refdef.fog_red;
8126 r_refdef.fogcolor[1] = r_refdef.fog_green;
8127 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8129 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8130 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8131 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8132 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8136 VectorCopy(r_refdef.fogcolor, fogvec);
8137 // color.rgb *= ContrastBoost * SceneBrightness;
8138 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8139 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8140 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8141 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8146 void R_UpdateVariables(void)
8150 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8152 r_refdef.farclip = r_farclip_base.value;
8153 if (r_refdef.scene.worldmodel)
8154 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8155 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8157 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8158 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8159 r_refdef.polygonfactor = 0;
8160 r_refdef.polygonoffset = 0;
8161 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8162 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8164 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8165 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8166 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8167 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8168 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8169 if (r_showsurfaces.integer)
8171 r_refdef.scene.rtworld = false;
8172 r_refdef.scene.rtworldshadows = false;
8173 r_refdef.scene.rtdlight = false;
8174 r_refdef.scene.rtdlightshadows = false;
8175 r_refdef.lightmapintensity = 0;
8178 if (gamemode == GAME_NEHAHRA)
8180 if (gl_fogenable.integer)
8182 r_refdef.oldgl_fogenable = true;
8183 r_refdef.fog_density = gl_fogdensity.value;
8184 r_refdef.fog_red = gl_fogred.value;
8185 r_refdef.fog_green = gl_foggreen.value;
8186 r_refdef.fog_blue = gl_fogblue.value;
8187 r_refdef.fog_alpha = 1;
8188 r_refdef.fog_start = 0;
8189 r_refdef.fog_end = gl_skyclip.value;
8190 r_refdef.fog_height = 1<<30;
8191 r_refdef.fog_fadedepth = 128;
8193 else if (r_refdef.oldgl_fogenable)
8195 r_refdef.oldgl_fogenable = false;
8196 r_refdef.fog_density = 0;
8197 r_refdef.fog_red = 0;
8198 r_refdef.fog_green = 0;
8199 r_refdef.fog_blue = 0;
8200 r_refdef.fog_alpha = 0;
8201 r_refdef.fog_start = 0;
8202 r_refdef.fog_end = 0;
8203 r_refdef.fog_height = 1<<30;
8204 r_refdef.fog_fadedepth = 128;
8208 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8209 r_refdef.fog_start = max(0, r_refdef.fog_start);
8210 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8212 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8214 if (r_refdef.fog_density && r_drawfog.integer)
8216 r_refdef.fogenabled = true;
8217 // this is the point where the fog reaches 0.9986 alpha, which we
8218 // consider a good enough cutoff point for the texture
8219 // (0.9986 * 256 == 255.6)
8220 if (r_fog_exp2.integer)
8221 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8223 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8224 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8225 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8226 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8227 // fog color was already set
8228 // update the fog texture
8229 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)
8230 R_BuildFogTexture();
8233 r_refdef.fogenabled = false;
8235 switch(vid.renderpath)
8237 case RENDERPATH_GL20:
8238 case RENDERPATH_CGGL:
8239 if(v_glslgamma.integer && !vid_gammatables_trivial)
8241 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8243 // build GLSL gamma texture
8244 #define RAMPWIDTH 256
8245 unsigned short ramp[RAMPWIDTH * 3];
8246 unsigned char rampbgr[RAMPWIDTH][4];
8249 r_texture_gammaramps_serial = vid_gammatables_serial;
8251 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8252 for(i = 0; i < RAMPWIDTH; ++i)
8254 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8255 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8256 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8259 if (r_texture_gammaramps)
8261 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8265 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);
8271 // remove GLSL gamma texture
8274 case RENDERPATH_GL13:
8275 case RENDERPATH_GL11:
8280 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8281 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8287 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8288 if( scenetype != r_currentscenetype ) {
8289 // store the old scenetype
8290 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8291 r_currentscenetype = scenetype;
8292 // move in the new scene
8293 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8302 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8304 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8305 if( scenetype == r_currentscenetype ) {
8306 return &r_refdef.scene;
8308 return &r_scenes_store[ scenetype ];
8317 void R_RenderView(void)
8319 if (r_timereport_active)
8320 R_TimeReport("start");
8321 r_textureframe++; // used only by R_GetCurrentTexture
8322 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8324 if (!r_drawentities.integer)
8325 r_refdef.scene.numentities = 0;
8327 R_AnimCache_ClearCache();
8328 R_FrameData_NewFrame();
8330 if (r_refdef.view.isoverlay)
8332 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8333 GL_Clear( GL_DEPTH_BUFFER_BIT );
8334 R_TimeReport("depthclear");
8336 r_refdef.view.showdebug = false;
8338 r_waterstate.enabled = false;
8339 r_waterstate.numwaterplanes = 0;
8347 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8348 return; //Host_Error ("R_RenderView: NULL worldmodel");
8350 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8352 R_RenderView_UpdateViewVectors();
8354 R_Shadow_UpdateWorldLightSelection();
8356 R_Bloom_StartFrame();
8357 R_Water_StartFrame();
8360 if (r_timereport_active)
8361 R_TimeReport("viewsetup");
8363 R_ResetViewRendering3D();
8365 if (r_refdef.view.clear || r_refdef.fogenabled)
8367 R_ClearScreen(r_refdef.fogenabled);
8368 if (r_timereport_active)
8369 R_TimeReport("viewclear");
8371 r_refdef.view.clear = true;
8373 // this produces a bloom texture to be used in R_BlendView() later
8374 if (r_hdr.integer && r_bloomstate.bloomwidth)
8376 R_HDR_RenderBloomTexture();
8377 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8378 r_textureframe++; // used only by R_GetCurrentTexture
8381 r_refdef.view.showdebug = true;
8384 if (r_timereport_active)
8385 R_TimeReport("visibility");
8387 r_waterstate.numwaterplanes = 0;
8388 if (r_waterstate.enabled)
8389 R_RenderWaterPlanes();
8392 r_waterstate.numwaterplanes = 0;
8395 if (r_timereport_active)
8396 R_TimeReport("blendview");
8398 GL_Scissor(0, 0, vid.width, vid.height);
8399 GL_ScissorTest(false);
8403 void R_RenderWaterPlanes(void)
8405 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8407 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8408 if (r_timereport_active)
8409 R_TimeReport("waterworld");
8412 // don't let sound skip if going slow
8413 if (r_refdef.scene.extraupdate)
8416 R_DrawModelsAddWaterPlanes();
8417 if (r_timereport_active)
8418 R_TimeReport("watermodels");
8420 if (r_waterstate.numwaterplanes)
8422 R_Water_ProcessPlanes();
8423 if (r_timereport_active)
8424 R_TimeReport("waterscenes");
8428 extern void R_DrawLightningBeams (void);
8429 extern void VM_CL_AddPolygonsToMeshQueue (void);
8430 extern void R_DrawPortals (void);
8431 extern cvar_t cl_locs_show;
8432 static void R_DrawLocs(void);
8433 static void R_DrawEntityBBoxes(void);
8434 static void R_DrawModelDecals(void);
8435 extern void R_DrawModelShadows(void);
8436 extern void R_DrawModelShadowMaps(void);
8437 extern cvar_t cl_decals_newsystem;
8438 extern qboolean r_shadow_usingdeferredprepass;
8439 void R_RenderScene(void)
8441 qboolean shadowmapping = false;
8443 if (r_timereport_active)
8444 R_TimeReport("beginscene");
8446 r_refdef.stats.renders++;
8450 // don't let sound skip if going slow
8451 if (r_refdef.scene.extraupdate)
8454 R_MeshQueue_BeginScene();
8458 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);
8460 if (r_timereport_active)
8461 R_TimeReport("skystartframe");
8463 if (cl.csqc_vidvars.drawworld)
8465 // don't let sound skip if going slow
8466 if (r_refdef.scene.extraupdate)
8469 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8471 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8472 if (r_timereport_active)
8473 R_TimeReport("worldsky");
8476 if (R_DrawBrushModelsSky() && r_timereport_active)
8477 R_TimeReport("bmodelsky");
8479 if (skyrendermasked && skyrenderlater)
8481 // we have to force off the water clipping plane while rendering sky
8485 if (r_timereport_active)
8486 R_TimeReport("sky");
8490 R_AnimCache_CacheVisibleEntities();
8491 if (r_timereport_active)
8492 R_TimeReport("animation");
8494 R_Shadow_PrepareLights();
8495 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8496 R_Shadow_PrepareModelShadows();
8497 if (r_timereport_active)
8498 R_TimeReport("preparelights");
8500 if (R_Shadow_ShadowMappingEnabled())
8501 shadowmapping = true;
8503 if (r_shadow_usingdeferredprepass)
8504 R_Shadow_DrawPrepass();
8506 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8508 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8509 if (r_timereport_active)
8510 R_TimeReport("worlddepth");
8512 if (r_depthfirst.integer >= 2)
8514 R_DrawModelsDepth();
8515 if (r_timereport_active)
8516 R_TimeReport("modeldepth");
8519 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8521 R_DrawModelShadowMaps();
8522 R_ResetViewRendering3D();
8523 // don't let sound skip if going slow
8524 if (r_refdef.scene.extraupdate)
8528 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8530 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8531 if (r_timereport_active)
8532 R_TimeReport("world");
8535 // don't let sound skip if going slow
8536 if (r_refdef.scene.extraupdate)
8540 if (r_timereport_active)
8541 R_TimeReport("models");
8543 // don't let sound skip if going slow
8544 if (r_refdef.scene.extraupdate)
8547 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8549 R_DrawModelShadows();
8550 R_ResetViewRendering3D();
8551 // don't let sound skip if going slow
8552 if (r_refdef.scene.extraupdate)
8556 if (!r_shadow_usingdeferredprepass)
8558 R_Shadow_DrawLights();
8559 if (r_timereport_active)
8560 R_TimeReport("rtlights");
8563 // don't let sound skip if going slow
8564 if (r_refdef.scene.extraupdate)
8567 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8569 R_DrawModelShadows();
8570 R_ResetViewRendering3D();
8571 // don't let sound skip if going slow
8572 if (r_refdef.scene.extraupdate)
8576 if (cl.csqc_vidvars.drawworld)
8578 if (cl_decals_newsystem.integer)
8580 R_DrawModelDecals();
8581 if (r_timereport_active)
8582 R_TimeReport("modeldecals");
8587 if (r_timereport_active)
8588 R_TimeReport("decals");
8592 if (r_timereport_active)
8593 R_TimeReport("particles");
8596 if (r_timereport_active)
8597 R_TimeReport("explosions");
8599 R_DrawLightningBeams();
8600 if (r_timereport_active)
8601 R_TimeReport("lightning");
8604 VM_CL_AddPolygonsToMeshQueue();
8606 if (r_refdef.view.showdebug)
8608 if (cl_locs_show.integer)
8611 if (r_timereport_active)
8612 R_TimeReport("showlocs");
8615 if (r_drawportals.integer)
8618 if (r_timereport_active)
8619 R_TimeReport("portals");
8622 if (r_showbboxes.value > 0)
8624 R_DrawEntityBBoxes();
8625 if (r_timereport_active)
8626 R_TimeReport("bboxes");
8630 R_MeshQueue_RenderTransparent();
8631 if (r_timereport_active)
8632 R_TimeReport("drawtrans");
8634 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))
8636 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8637 if (r_timereport_active)
8638 R_TimeReport("worlddebug");
8639 R_DrawModelsDebug();
8640 if (r_timereport_active)
8641 R_TimeReport("modeldebug");
8644 if (cl.csqc_vidvars.drawworld)
8646 R_Shadow_DrawCoronas();
8647 if (r_timereport_active)
8648 R_TimeReport("coronas");
8651 // don't let sound skip if going slow
8652 if (r_refdef.scene.extraupdate)
8655 R_ResetViewRendering2D();
8658 static const unsigned short bboxelements[36] =
8668 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8671 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8673 RSurf_ActiveWorldEntity();
8675 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8676 GL_DepthMask(false);
8677 GL_DepthRange(0, 1);
8678 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8679 R_Mesh_ResetTextureState();
8681 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8682 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8683 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8684 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8685 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8686 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8687 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8688 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8689 R_FillColors(color4f, 8, cr, cg, cb, ca);
8690 if (r_refdef.fogenabled)
8692 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8694 f1 = RSurf_FogVertex(v);
8696 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8697 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8698 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8701 R_Mesh_VertexPointer(vertex3f, 0, 0);
8702 R_Mesh_ColorPointer(color4f, 0, 0);
8703 R_Mesh_ResetTextureState();
8704 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8705 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8708 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8712 prvm_edict_t *edict;
8713 prvm_prog_t *prog_save = prog;
8715 // this function draws bounding boxes of server entities
8719 GL_CullFace(GL_NONE);
8720 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8724 for (i = 0;i < numsurfaces;i++)
8726 edict = PRVM_EDICT_NUM(surfacelist[i]);
8727 switch ((int)edict->fields.server->solid)
8729 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8730 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8731 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8732 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8733 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8734 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8736 color[3] *= r_showbboxes.value;
8737 color[3] = bound(0, color[3], 1);
8738 GL_DepthTest(!r_showdisabledepthtest.integer);
8739 GL_CullFace(r_refdef.view.cullface_front);
8740 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8746 static void R_DrawEntityBBoxes(void)
8749 prvm_edict_t *edict;
8751 prvm_prog_t *prog_save = prog;
8753 // this function draws bounding boxes of server entities
8759 for (i = 0;i < prog->num_edicts;i++)
8761 edict = PRVM_EDICT_NUM(i);
8762 if (edict->priv.server->free)
8764 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8765 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8767 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8769 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8770 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8776 static const int nomodelelement3i[24] =
8788 static const unsigned short nomodelelement3s[24] =
8800 static const float nomodelvertex3f[6*3] =
8810 static const float nomodelcolor4f[6*4] =
8812 0.0f, 0.0f, 0.5f, 1.0f,
8813 0.0f, 0.0f, 0.5f, 1.0f,
8814 0.0f, 0.5f, 0.0f, 1.0f,
8815 0.0f, 0.5f, 0.0f, 1.0f,
8816 0.5f, 0.0f, 0.0f, 1.0f,
8817 0.5f, 0.0f, 0.0f, 1.0f
8820 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8826 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);
8828 // this is only called once per entity so numsurfaces is always 1, and
8829 // surfacelist is always {0}, so this code does not handle batches
8831 if (rsurface.ent_flags & RENDER_ADDITIVE)
8833 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8834 GL_DepthMask(false);
8836 else if (rsurface.colormod[3] < 1)
8838 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8839 GL_DepthMask(false);
8843 GL_BlendFunc(GL_ONE, GL_ZERO);
8846 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8847 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8848 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8849 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8850 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8851 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8852 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8853 R_Mesh_ColorPointer(color4f, 0, 0);
8854 for (i = 0, c = color4f;i < 6;i++, c += 4)
8856 c[0] *= rsurface.colormod[0];
8857 c[1] *= rsurface.colormod[1];
8858 c[2] *= rsurface.colormod[2];
8859 c[3] *= rsurface.colormod[3];
8861 if (r_refdef.fogenabled)
8863 for (i = 0, c = color4f;i < 6;i++, c += 4)
8865 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8867 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8868 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8869 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8872 R_Mesh_ResetTextureState();
8873 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8876 void R_DrawNoModel(entity_render_t *ent)
8879 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8880 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8881 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8883 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8886 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8888 vec3_t right1, right2, diff, normal;
8890 VectorSubtract (org2, org1, normal);
8892 // calculate 'right' vector for start
8893 VectorSubtract (r_refdef.view.origin, org1, diff);
8894 CrossProduct (normal, diff, right1);
8895 VectorNormalize (right1);
8897 // calculate 'right' vector for end
8898 VectorSubtract (r_refdef.view.origin, org2, diff);
8899 CrossProduct (normal, diff, right2);
8900 VectorNormalize (right2);
8902 vert[ 0] = org1[0] + width * right1[0];
8903 vert[ 1] = org1[1] + width * right1[1];
8904 vert[ 2] = org1[2] + width * right1[2];
8905 vert[ 3] = org1[0] - width * right1[0];
8906 vert[ 4] = org1[1] - width * right1[1];
8907 vert[ 5] = org1[2] - width * right1[2];
8908 vert[ 6] = org2[0] - width * right2[0];
8909 vert[ 7] = org2[1] - width * right2[1];
8910 vert[ 8] = org2[2] - width * right2[2];
8911 vert[ 9] = org2[0] + width * right2[0];
8912 vert[10] = org2[1] + width * right2[1];
8913 vert[11] = org2[2] + width * right2[2];
8916 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)
8918 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8919 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8920 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8921 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8922 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8923 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8924 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8925 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8926 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8927 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8928 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8929 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8932 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8937 VectorSet(v, x, y, z);
8938 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8939 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8941 if (i == mesh->numvertices)
8943 if (mesh->numvertices < mesh->maxvertices)
8945 VectorCopy(v, vertex3f);
8946 mesh->numvertices++;
8948 return mesh->numvertices;
8954 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8958 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8959 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8960 e = mesh->element3i + mesh->numtriangles * 3;
8961 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8963 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8964 if (mesh->numtriangles < mesh->maxtriangles)
8969 mesh->numtriangles++;
8971 element[1] = element[2];
8975 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8979 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8980 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8981 e = mesh->element3i + mesh->numtriangles * 3;
8982 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8984 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8985 if (mesh->numtriangles < mesh->maxtriangles)
8990 mesh->numtriangles++;
8992 element[1] = element[2];
8996 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8997 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8999 int planenum, planenum2;
9002 mplane_t *plane, *plane2;
9004 double temppoints[2][256*3];
9005 // figure out how large a bounding box we need to properly compute this brush
9007 for (w = 0;w < numplanes;w++)
9008 maxdist = max(maxdist, fabs(planes[w].dist));
9009 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9010 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9011 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9015 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9016 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9018 if (planenum2 == planenum)
9020 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);
9023 if (tempnumpoints < 3)
9025 // generate elements forming a triangle fan for this polygon
9026 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9030 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)
9032 texturelayer_t *layer;
9033 layer = t->currentlayers + t->currentnumlayers++;
9035 layer->depthmask = depthmask;
9036 layer->blendfunc1 = blendfunc1;
9037 layer->blendfunc2 = blendfunc2;
9038 layer->texture = texture;
9039 layer->texmatrix = *matrix;
9040 layer->color[0] = r;
9041 layer->color[1] = g;
9042 layer->color[2] = b;
9043 layer->color[3] = a;
9046 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9049 index = parms[2] + r_refdef.scene.time * parms[3];
9050 index -= floor(index);
9054 case Q3WAVEFUNC_NONE:
9055 case Q3WAVEFUNC_NOISE:
9056 case Q3WAVEFUNC_COUNT:
9059 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9060 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9061 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9062 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9063 case Q3WAVEFUNC_TRIANGLE:
9065 f = index - floor(index);
9076 return (float)(parms[0] + parms[1] * f);
9079 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9084 matrix4x4_t matrix, temp;
9085 switch(tcmod->tcmod)
9089 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9090 matrix = r_waterscrollmatrix;
9092 matrix = identitymatrix;
9094 case Q3TCMOD_ENTITYTRANSLATE:
9095 // this is used in Q3 to allow the gamecode to control texcoord
9096 // scrolling on the entity, which is not supported in darkplaces yet.
9097 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9099 case Q3TCMOD_ROTATE:
9100 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9101 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9102 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9105 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9107 case Q3TCMOD_SCROLL:
9108 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9110 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9111 w = (int) tcmod->parms[0];
9112 h = (int) tcmod->parms[1];
9113 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9115 idx = (int) floor(f * w * h);
9116 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9118 case Q3TCMOD_STRETCH:
9119 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9120 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9122 case Q3TCMOD_TRANSFORM:
9123 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9124 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9125 VectorSet(tcmat + 6, 0 , 0 , 1);
9126 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9127 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9129 case Q3TCMOD_TURBULENT:
9130 // this is handled in the RSurf_PrepareVertices function
9131 matrix = identitymatrix;
9135 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9138 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9140 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9141 char name[MAX_QPATH];
9142 skinframe_t *skinframe;
9143 unsigned char pixels[296*194];
9144 strlcpy(cache->name, skinname, sizeof(cache->name));
9145 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9146 if (developer_loading.integer)
9147 Con_Printf("loading %s\n", name);
9148 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9149 if (!skinframe || !skinframe->base)
9152 fs_offset_t filesize;
9154 f = FS_LoadFile(name, tempmempool, true, &filesize);
9157 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9158 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9162 cache->skinframe = skinframe;
9165 texture_t *R_GetCurrentTexture(texture_t *t)
9168 const entity_render_t *ent = rsurface.entity;
9169 dp_model_t *model = ent->model;
9170 q3shaderinfo_layer_tcmod_t *tcmod;
9172 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9173 return t->currentframe;
9174 t->update_lastrenderframe = r_textureframe;
9175 t->update_lastrenderentity = (void *)ent;
9177 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9178 t->camera_entity = ent->entitynumber;
9180 t->camera_entity = 0;
9182 // switch to an alternate material if this is a q1bsp animated material
9184 texture_t *texture = t;
9185 int s = rsurface.ent_skinnum;
9186 if ((unsigned int)s >= (unsigned int)model->numskins)
9188 if (model->skinscenes)
9190 if (model->skinscenes[s].framecount > 1)
9191 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9193 s = model->skinscenes[s].firstframe;
9196 t = t + s * model->num_surfaces;
9199 // use an alternate animation if the entity's frame is not 0,
9200 // and only if the texture has an alternate animation
9201 if (rsurface.ent_alttextures && t->anim_total[1])
9202 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9204 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9206 texture->currentframe = t;
9209 // update currentskinframe to be a qw skin or animation frame
9210 if (rsurface.ent_qwskin >= 0)
9212 i = rsurface.ent_qwskin;
9213 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9215 r_qwskincache_size = cl.maxclients;
9217 Mem_Free(r_qwskincache);
9218 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9220 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9221 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9222 t->currentskinframe = r_qwskincache[i].skinframe;
9223 if (t->currentskinframe == NULL)
9224 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9226 else if (t->numskinframes >= 2)
9227 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9228 if (t->backgroundnumskinframes >= 2)
9229 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9231 t->currentmaterialflags = t->basematerialflags;
9232 t->currentalpha = rsurface.colormod[3];
9233 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9234 t->currentalpha *= r_wateralpha.value;
9235 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9236 t->currentalpha *= t->r_water_wateralpha;
9237 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9238 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9239 if (!(rsurface.ent_flags & RENDER_LIGHT))
9240 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9241 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9243 // pick a model lighting mode
9244 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9245 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9247 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9249 if (rsurface.ent_flags & RENDER_ADDITIVE)
9250 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9251 else if (t->currentalpha < 1)
9252 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9253 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9254 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9255 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9256 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9257 if (t->backgroundnumskinframes)
9258 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9259 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9261 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9262 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9265 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9266 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9267 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9269 // there is no tcmod
9270 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9272 t->currenttexmatrix = r_waterscrollmatrix;
9273 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9275 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9277 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9278 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9281 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9282 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9283 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9284 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9286 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9287 if (t->currentskinframe->qpixels)
9288 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9289 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9290 if (!t->basetexture)
9291 t->basetexture = r_texture_notexture;
9292 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9293 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9294 t->nmaptexture = t->currentskinframe->nmap;
9295 if (!t->nmaptexture)
9296 t->nmaptexture = r_texture_blanknormalmap;
9297 t->glosstexture = r_texture_black;
9298 t->glowtexture = t->currentskinframe->glow;
9299 t->fogtexture = t->currentskinframe->fog;
9300 t->reflectmasktexture = t->currentskinframe->reflect;
9301 if (t->backgroundnumskinframes)
9303 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9304 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9305 t->backgroundglosstexture = r_texture_black;
9306 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9307 if (!t->backgroundnmaptexture)
9308 t->backgroundnmaptexture = r_texture_blanknormalmap;
9312 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9313 t->backgroundnmaptexture = r_texture_blanknormalmap;
9314 t->backgroundglosstexture = r_texture_black;
9315 t->backgroundglowtexture = NULL;
9317 t->specularpower = r_shadow_glossexponent.value;
9318 // TODO: store reference values for these in the texture?
9319 t->specularscale = 0;
9320 if (r_shadow_gloss.integer > 0)
9322 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9324 if (r_shadow_glossintensity.value > 0)
9326 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9327 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9328 t->specularscale = r_shadow_glossintensity.value;
9331 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9333 t->glosstexture = r_texture_white;
9334 t->backgroundglosstexture = r_texture_white;
9335 t->specularscale = r_shadow_gloss2intensity.value;
9336 t->specularpower = r_shadow_gloss2exponent.value;
9339 t->specularscale *= t->specularscalemod;
9340 t->specularpower *= t->specularpowermod;
9342 // lightmaps mode looks bad with dlights using actual texturing, so turn
9343 // off the colormap and glossmap, but leave the normalmap on as it still
9344 // accurately represents the shading involved
9345 if (gl_lightmaps.integer)
9347 t->basetexture = r_texture_grey128;
9348 t->pantstexture = r_texture_black;
9349 t->shirttexture = r_texture_black;
9350 t->nmaptexture = r_texture_blanknormalmap;
9351 t->glosstexture = r_texture_black;
9352 t->glowtexture = NULL;
9353 t->fogtexture = NULL;
9354 t->reflectmasktexture = NULL;
9355 t->backgroundbasetexture = NULL;
9356 t->backgroundnmaptexture = r_texture_blanknormalmap;
9357 t->backgroundglosstexture = r_texture_black;
9358 t->backgroundglowtexture = NULL;
9359 t->specularscale = 0;
9360 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9363 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9364 VectorClear(t->dlightcolor);
9365 t->currentnumlayers = 0;
9366 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9368 int blendfunc1, blendfunc2;
9370 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9372 blendfunc1 = GL_SRC_ALPHA;
9373 blendfunc2 = GL_ONE;
9375 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9377 blendfunc1 = GL_SRC_ALPHA;
9378 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9380 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9382 blendfunc1 = t->customblendfunc[0];
9383 blendfunc2 = t->customblendfunc[1];
9387 blendfunc1 = GL_ONE;
9388 blendfunc2 = GL_ZERO;
9390 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9391 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9393 // fullbright is not affected by r_refdef.lightmapintensity
9394 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]);
9395 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9396 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]);
9397 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9398 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]);
9402 vec3_t ambientcolor;
9404 // set the color tint used for lights affecting this surface
9405 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9407 // q3bsp has no lightmap updates, so the lightstylevalue that
9408 // would normally be baked into the lightmap must be
9409 // applied to the color
9410 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9411 if (model->type == mod_brushq3)
9412 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9413 colorscale *= r_refdef.lightmapintensity;
9414 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9415 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9416 // basic lit geometry
9417 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]);
9418 // add pants/shirt if needed
9419 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9420 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]);
9421 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9422 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]);
9423 // now add ambient passes if needed
9424 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9426 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]);
9427 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9428 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]);
9429 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9430 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]);
9433 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9434 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]);
9435 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9437 // if this is opaque use alpha blend which will darken the earlier
9440 // if this is an alpha blended material, all the earlier passes
9441 // were darkened by fog already, so we only need to add the fog
9442 // color ontop through the fog mask texture
9444 // if this is an additive blended material, all the earlier passes
9445 // were darkened by fog already, and we should not add fog color
9446 // (because the background was not darkened, there is no fog color
9447 // that was lost behind it).
9448 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]);
9452 return t->currentframe;
9455 rsurfacestate_t rsurface;
9457 void R_Mesh_ResizeArrays(int newvertices)
9460 if (rsurface.array_size >= newvertices)
9462 if (rsurface.array_modelvertex3f)
9463 Mem_Free(rsurface.array_modelvertex3f);
9464 rsurface.array_size = (newvertices + 1023) & ~1023;
9465 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9466 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9467 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9468 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9469 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9470 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9471 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9472 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9473 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9474 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9475 rsurface.array_color4f = base + rsurface.array_size * 27;
9476 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9479 void RSurf_ActiveWorldEntity(void)
9481 dp_model_t *model = r_refdef.scene.worldmodel;
9482 //if (rsurface.entity == r_refdef.scene.worldentity)
9484 rsurface.entity = r_refdef.scene.worldentity;
9485 rsurface.skeleton = NULL;
9486 rsurface.ent_skinnum = 0;
9487 rsurface.ent_qwskin = -1;
9488 rsurface.ent_shadertime = 0;
9489 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9490 if (rsurface.array_size < model->surfmesh.num_vertices)
9491 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9492 rsurface.matrix = identitymatrix;
9493 rsurface.inversematrix = identitymatrix;
9494 rsurface.matrixscale = 1;
9495 rsurface.inversematrixscale = 1;
9496 R_EntityMatrix(&identitymatrix);
9497 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9498 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9499 rsurface.fograngerecip = r_refdef.fograngerecip;
9500 rsurface.fogheightfade = r_refdef.fogheightfade;
9501 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9502 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9503 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9504 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9505 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9506 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9507 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9508 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9509 rsurface.colormod[3] = 1;
9510 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);
9511 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9512 rsurface.frameblend[0].lerp = 1;
9513 rsurface.ent_alttextures = false;
9514 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9515 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9516 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9517 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9518 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9519 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9520 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9521 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9522 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9523 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9524 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9525 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9526 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9527 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9528 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9529 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9530 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9531 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9532 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9533 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9534 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9535 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9536 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9537 rsurface.modelelement3i = model->surfmesh.data_element3i;
9538 rsurface.modelelement3s = model->surfmesh.data_element3s;
9539 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9540 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9541 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9542 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9543 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9544 rsurface.modelsurfaces = model->data_surfaces;
9545 rsurface.generatedvertex = false;
9546 rsurface.vertex3f = rsurface.modelvertex3f;
9547 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9548 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9549 rsurface.svector3f = rsurface.modelsvector3f;
9550 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9551 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9552 rsurface.tvector3f = rsurface.modeltvector3f;
9553 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9554 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9555 rsurface.normal3f = rsurface.modelnormal3f;
9556 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9557 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9558 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9561 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9563 dp_model_t *model = ent->model;
9564 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9566 rsurface.entity = (entity_render_t *)ent;
9567 rsurface.skeleton = ent->skeleton;
9568 rsurface.ent_skinnum = ent->skinnum;
9569 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;
9570 rsurface.ent_shadertime = ent->shadertime;
9571 rsurface.ent_flags = ent->flags;
9572 if (rsurface.array_size < model->surfmesh.num_vertices)
9573 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9574 rsurface.matrix = ent->matrix;
9575 rsurface.inversematrix = ent->inversematrix;
9576 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9577 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9578 R_EntityMatrix(&rsurface.matrix);
9579 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9580 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9581 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9582 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9583 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9584 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9585 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9586 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9587 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9588 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9589 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9590 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9591 rsurface.colormod[3] = ent->alpha;
9592 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9593 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9594 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9595 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9596 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9597 if (ent->model->brush.submodel && !prepass)
9599 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9600 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9602 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9604 if (ent->animcache_vertex3f && !r_framedata_failed)
9606 rsurface.modelvertex3f = ent->animcache_vertex3f;
9607 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9608 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9609 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9611 else if (wanttangents)
9613 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9614 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9615 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9616 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9617 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9619 else if (wantnormals)
9621 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9622 rsurface.modelsvector3f = NULL;
9623 rsurface.modeltvector3f = NULL;
9624 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9625 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9629 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9630 rsurface.modelsvector3f = NULL;
9631 rsurface.modeltvector3f = NULL;
9632 rsurface.modelnormal3f = NULL;
9633 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9635 rsurface.modelvertex3f_bufferobject = 0;
9636 rsurface.modelvertex3f_bufferoffset = 0;
9637 rsurface.modelsvector3f_bufferobject = 0;
9638 rsurface.modelsvector3f_bufferoffset = 0;
9639 rsurface.modeltvector3f_bufferobject = 0;
9640 rsurface.modeltvector3f_bufferoffset = 0;
9641 rsurface.modelnormal3f_bufferobject = 0;
9642 rsurface.modelnormal3f_bufferoffset = 0;
9643 rsurface.generatedvertex = true;
9647 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9648 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9649 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9650 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9651 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9652 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9653 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9654 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9655 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9656 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9657 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9658 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9659 rsurface.generatedvertex = false;
9661 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9662 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9663 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9664 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9665 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9666 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9667 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9668 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9669 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9670 rsurface.modelelement3i = model->surfmesh.data_element3i;
9671 rsurface.modelelement3s = model->surfmesh.data_element3s;
9672 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9673 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9674 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9675 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9676 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9677 rsurface.modelsurfaces = model->data_surfaces;
9678 rsurface.vertex3f = rsurface.modelvertex3f;
9679 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9680 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9681 rsurface.svector3f = rsurface.modelsvector3f;
9682 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9683 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9684 rsurface.tvector3f = rsurface.modeltvector3f;
9685 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9686 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9687 rsurface.normal3f = rsurface.modelnormal3f;
9688 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9689 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9690 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9693 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)
9695 rsurface.entity = r_refdef.scene.worldentity;
9696 rsurface.skeleton = NULL;
9697 rsurface.ent_skinnum = 0;
9698 rsurface.ent_qwskin = -1;
9699 rsurface.ent_shadertime = shadertime;
9700 rsurface.ent_flags = entflags;
9701 rsurface.modelnum_vertices = numvertices;
9702 rsurface.modelnum_triangles = numtriangles;
9703 if (rsurface.array_size < rsurface.modelnum_vertices)
9704 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9705 rsurface.matrix = *matrix;
9706 rsurface.inversematrix = *inversematrix;
9707 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9708 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9709 R_EntityMatrix(&rsurface.matrix);
9710 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9711 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9712 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9713 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9714 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9715 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9716 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9717 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9718 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9719 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9720 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9721 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9722 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);
9723 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9724 rsurface.frameblend[0].lerp = 1;
9725 rsurface.ent_alttextures = false;
9726 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9727 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9730 rsurface.modelvertex3f = vertex3f;
9731 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9732 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9733 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9735 else if (wantnormals)
9737 rsurface.modelvertex3f = vertex3f;
9738 rsurface.modelsvector3f = NULL;
9739 rsurface.modeltvector3f = NULL;
9740 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9744 rsurface.modelvertex3f = vertex3f;
9745 rsurface.modelsvector3f = NULL;
9746 rsurface.modeltvector3f = NULL;
9747 rsurface.modelnormal3f = NULL;
9749 rsurface.modelvertex3f_bufferobject = 0;
9750 rsurface.modelvertex3f_bufferoffset = 0;
9751 rsurface.modelsvector3f_bufferobject = 0;
9752 rsurface.modelsvector3f_bufferoffset = 0;
9753 rsurface.modeltvector3f_bufferobject = 0;
9754 rsurface.modeltvector3f_bufferoffset = 0;
9755 rsurface.modelnormal3f_bufferobject = 0;
9756 rsurface.modelnormal3f_bufferoffset = 0;
9757 rsurface.generatedvertex = true;
9758 rsurface.modellightmapcolor4f = color4f;
9759 rsurface.modellightmapcolor4f_bufferobject = 0;
9760 rsurface.modellightmapcolor4f_bufferoffset = 0;
9761 rsurface.modeltexcoordtexture2f = texcoord2f;
9762 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9763 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9764 rsurface.modeltexcoordlightmap2f = NULL;
9765 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9766 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9767 rsurface.modelelement3i = element3i;
9768 rsurface.modelelement3s = element3s;
9769 rsurface.modelelement3i_bufferobject = 0;
9770 rsurface.modelelement3s_bufferobject = 0;
9771 rsurface.modellightmapoffsets = NULL;
9772 rsurface.modelsurfaces = NULL;
9773 rsurface.vertex3f = rsurface.modelvertex3f;
9774 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9775 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9776 rsurface.svector3f = rsurface.modelsvector3f;
9777 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9778 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9779 rsurface.tvector3f = rsurface.modeltvector3f;
9780 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9781 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9782 rsurface.normal3f = rsurface.modelnormal3f;
9783 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9784 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9785 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9787 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9789 if ((wantnormals || wanttangents) && !normal3f)
9790 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9791 if (wanttangents && !svector3f)
9792 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);
9796 float RSurf_FogPoint(const float *v)
9798 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9799 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9800 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9801 float FogHeightFade = r_refdef.fogheightfade;
9803 unsigned int fogmasktableindex;
9804 if (r_refdef.fogplaneviewabove)
9805 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9807 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9808 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9809 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9812 float RSurf_FogVertex(const float *v)
9814 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9815 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9816 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9817 float FogHeightFade = rsurface.fogheightfade;
9819 unsigned int fogmasktableindex;
9820 if (r_refdef.fogplaneviewabove)
9821 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9823 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9824 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9825 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9828 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9829 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9832 int texturesurfaceindex;
9837 const float *v1, *in_tc;
9839 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9841 q3shaderinfo_deform_t *deform;
9842 // 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
9843 if (rsurface.generatedvertex)
9845 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9846 generatenormals = true;
9847 for (i = 0;i < Q3MAXDEFORMS;i++)
9849 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9851 generatetangents = true;
9852 generatenormals = true;
9854 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9855 generatenormals = true;
9857 if (generatenormals && !rsurface.modelnormal3f)
9859 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9860 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9861 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9862 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9864 if (generatetangents && !rsurface.modelsvector3f)
9866 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9867 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9868 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9869 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9870 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9871 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9872 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);
9875 rsurface.vertex3f = rsurface.modelvertex3f;
9876 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9877 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9878 rsurface.svector3f = rsurface.modelsvector3f;
9879 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9880 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9881 rsurface.tvector3f = rsurface.modeltvector3f;
9882 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9883 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9884 rsurface.normal3f = rsurface.modelnormal3f;
9885 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9886 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9887 // if vertices are deformed (sprite flares and things in maps, possibly
9888 // water waves, bulges and other deformations), generate them into
9889 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9890 // (may be static model data or generated data for an animated model, or
9891 // the previous deform pass)
9892 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9894 switch (deform->deform)
9897 case Q3DEFORM_PROJECTIONSHADOW:
9898 case Q3DEFORM_TEXT0:
9899 case Q3DEFORM_TEXT1:
9900 case Q3DEFORM_TEXT2:
9901 case Q3DEFORM_TEXT3:
9902 case Q3DEFORM_TEXT4:
9903 case Q3DEFORM_TEXT5:
9904 case Q3DEFORM_TEXT6:
9905 case Q3DEFORM_TEXT7:
9908 case Q3DEFORM_AUTOSPRITE:
9909 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9910 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9911 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9912 VectorNormalize(newforward);
9913 VectorNormalize(newright);
9914 VectorNormalize(newup);
9915 // make deformed versions of only the model vertices used by the specified surfaces
9916 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9918 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9919 // a single autosprite surface can contain multiple sprites...
9920 for (j = 0;j < surface->num_vertices - 3;j += 4)
9922 VectorClear(center);
9923 for (i = 0;i < 4;i++)
9924 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9925 VectorScale(center, 0.25f, center);
9926 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9927 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9928 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9929 for (i = 0;i < 4;i++)
9931 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9932 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9935 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);
9936 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);
9938 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9939 rsurface.vertex3f_bufferobject = 0;
9940 rsurface.vertex3f_bufferoffset = 0;
9941 rsurface.svector3f = rsurface.array_deformedsvector3f;
9942 rsurface.svector3f_bufferobject = 0;
9943 rsurface.svector3f_bufferoffset = 0;
9944 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9945 rsurface.tvector3f_bufferobject = 0;
9946 rsurface.tvector3f_bufferoffset = 0;
9947 rsurface.normal3f = rsurface.array_deformednormal3f;
9948 rsurface.normal3f_bufferobject = 0;
9949 rsurface.normal3f_bufferoffset = 0;
9951 case Q3DEFORM_AUTOSPRITE2:
9952 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9953 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9954 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9955 VectorNormalize(newforward);
9956 VectorNormalize(newright);
9957 VectorNormalize(newup);
9958 // make deformed versions of only the model vertices used by the specified surfaces
9959 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9961 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9962 const float *v1, *v2;
9972 memset(shortest, 0, sizeof(shortest));
9973 // a single autosprite surface can contain multiple sprites...
9974 for (j = 0;j < surface->num_vertices - 3;j += 4)
9976 VectorClear(center);
9977 for (i = 0;i < 4;i++)
9978 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9979 VectorScale(center, 0.25f, center);
9980 // find the two shortest edges, then use them to define the
9981 // axis vectors for rotating around the central axis
9982 for (i = 0;i < 6;i++)
9984 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9985 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9987 Debug_PolygonBegin(NULL, 0);
9988 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9989 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);
9990 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9993 l = VectorDistance2(v1, v2);
9994 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9996 l += (1.0f / 1024.0f);
9997 if (shortest[0].length2 > l || i == 0)
9999 shortest[1] = shortest[0];
10000 shortest[0].length2 = l;
10001 shortest[0].v1 = v1;
10002 shortest[0].v2 = v2;
10004 else if (shortest[1].length2 > l || i == 1)
10006 shortest[1].length2 = l;
10007 shortest[1].v1 = v1;
10008 shortest[1].v2 = v2;
10011 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10012 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10014 Debug_PolygonBegin(NULL, 0);
10015 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10016 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);
10017 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10018 Debug_PolygonEnd();
10020 // this calculates the right vector from the shortest edge
10021 // and the up vector from the edge midpoints
10022 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10023 VectorNormalize(right);
10024 VectorSubtract(end, start, up);
10025 VectorNormalize(up);
10026 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10027 VectorSubtract(rsurface.localvieworigin, center, forward);
10028 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10029 VectorNegate(forward, forward);
10030 VectorReflect(forward, 0, up, forward);
10031 VectorNormalize(forward);
10032 CrossProduct(up, forward, newright);
10033 VectorNormalize(newright);
10035 Debug_PolygonBegin(NULL, 0);
10036 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);
10037 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10038 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10039 Debug_PolygonEnd();
10042 Debug_PolygonBegin(NULL, 0);
10043 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10044 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10045 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10046 Debug_PolygonEnd();
10048 // rotate the quad around the up axis vector, this is made
10049 // especially easy by the fact we know the quad is flat,
10050 // so we only have to subtract the center position and
10051 // measure distance along the right vector, and then
10052 // multiply that by the newright vector and add back the
10054 // we also need to subtract the old position to undo the
10055 // displacement from the center, which we do with a
10056 // DotProduct, the subtraction/addition of center is also
10057 // optimized into DotProducts here
10058 l = DotProduct(right, center);
10059 for (i = 0;i < 4;i++)
10061 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10062 f = DotProduct(right, v1) - l;
10063 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10066 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);
10067 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);
10069 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10070 rsurface.vertex3f_bufferobject = 0;
10071 rsurface.vertex3f_bufferoffset = 0;
10072 rsurface.svector3f = rsurface.array_deformedsvector3f;
10073 rsurface.svector3f_bufferobject = 0;
10074 rsurface.svector3f_bufferoffset = 0;
10075 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10076 rsurface.tvector3f_bufferobject = 0;
10077 rsurface.tvector3f_bufferoffset = 0;
10078 rsurface.normal3f = rsurface.array_deformednormal3f;
10079 rsurface.normal3f_bufferobject = 0;
10080 rsurface.normal3f_bufferoffset = 0;
10082 case Q3DEFORM_NORMAL:
10083 // deform the normals to make reflections wavey
10084 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10086 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10087 for (j = 0;j < surface->num_vertices;j++)
10090 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10091 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10092 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10093 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10094 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10095 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10096 VectorNormalize(normal);
10098 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);
10100 rsurface.svector3f = rsurface.array_deformedsvector3f;
10101 rsurface.svector3f_bufferobject = 0;
10102 rsurface.svector3f_bufferoffset = 0;
10103 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10104 rsurface.tvector3f_bufferobject = 0;
10105 rsurface.tvector3f_bufferoffset = 0;
10106 rsurface.normal3f = rsurface.array_deformednormal3f;
10107 rsurface.normal3f_bufferobject = 0;
10108 rsurface.normal3f_bufferoffset = 0;
10110 case Q3DEFORM_WAVE:
10111 // deform vertex array to make wavey water and flags and such
10112 waveparms[0] = deform->waveparms[0];
10113 waveparms[1] = deform->waveparms[1];
10114 waveparms[2] = deform->waveparms[2];
10115 waveparms[3] = deform->waveparms[3];
10116 // this is how a divisor of vertex influence on deformation
10117 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10118 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10119 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10121 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10122 for (j = 0;j < surface->num_vertices;j++)
10124 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10125 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10126 // if the wavefunc depends on time, evaluate it per-vertex
10129 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10130 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10132 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10135 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10136 rsurface.vertex3f_bufferobject = 0;
10137 rsurface.vertex3f_bufferoffset = 0;
10139 case Q3DEFORM_BULGE:
10140 // deform vertex array to make the surface have moving bulges
10141 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10143 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10144 for (j = 0;j < surface->num_vertices;j++)
10146 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10147 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10150 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10151 rsurface.vertex3f_bufferobject = 0;
10152 rsurface.vertex3f_bufferoffset = 0;
10154 case Q3DEFORM_MOVE:
10155 // deform vertex array
10156 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10157 VectorScale(deform->parms, scale, waveparms);
10158 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10161 for (j = 0;j < surface->num_vertices;j++)
10162 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10164 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10165 rsurface.vertex3f_bufferobject = 0;
10166 rsurface.vertex3f_bufferoffset = 0;
10170 // generate texcoords based on the chosen texcoord source
10171 switch(rsurface.texture->tcgen.tcgen)
10174 case Q3TCGEN_TEXTURE:
10175 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10176 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10177 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10179 case Q3TCGEN_LIGHTMAP:
10180 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10181 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10182 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10184 case Q3TCGEN_VECTOR:
10185 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10187 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10188 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)
10190 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10191 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10194 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10195 rsurface.texcoordtexture2f_bufferobject = 0;
10196 rsurface.texcoordtexture2f_bufferoffset = 0;
10198 case Q3TCGEN_ENVIRONMENT:
10199 // make environment reflections using a spheremap
10200 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10202 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10203 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10204 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10205 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10206 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10208 // identical to Q3A's method, but executed in worldspace so
10209 // carried models can be shiny too
10211 float viewer[3], d, reflected[3], worldreflected[3];
10213 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10214 // VectorNormalize(viewer);
10216 d = DotProduct(normal, viewer);
10218 reflected[0] = normal[0]*2*d - viewer[0];
10219 reflected[1] = normal[1]*2*d - viewer[1];
10220 reflected[2] = normal[2]*2*d - viewer[2];
10221 // note: this is proportinal to viewer, so we can normalize later
10223 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10224 VectorNormalize(worldreflected);
10226 // note: this sphere map only uses world x and z!
10227 // so positive and negative y will LOOK THE SAME.
10228 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10229 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10232 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10233 rsurface.texcoordtexture2f_bufferobject = 0;
10234 rsurface.texcoordtexture2f_bufferoffset = 0;
10237 // the only tcmod that needs software vertex processing is turbulent, so
10238 // check for it here and apply the changes if needed
10239 // and we only support that as the first one
10240 // (handling a mixture of turbulent and other tcmods would be problematic
10241 // without punting it entirely to a software path)
10242 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10244 amplitude = rsurface.texture->tcmods[0].parms[1];
10245 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10246 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10248 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10249 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)
10251 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10252 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10255 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10256 rsurface.texcoordtexture2f_bufferobject = 0;
10257 rsurface.texcoordtexture2f_bufferoffset = 0;
10259 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10260 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10261 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10262 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10265 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10268 const msurface_t *surface = texturesurfacelist[0];
10269 const msurface_t *surface2;
10274 // TODO: lock all array ranges before render, rather than on each surface
10275 if (texturenumsurfaces == 1)
10276 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);
10277 else if (r_batchmode.integer == 2)
10279 #define MAXBATCHTRIANGLES 65536
10280 int batchtriangles = 0;
10281 static int batchelements[MAXBATCHTRIANGLES*3];
10282 for (i = 0;i < texturenumsurfaces;i = j)
10284 surface = texturesurfacelist[i];
10286 if (surface->num_triangles > MAXBATCHTRIANGLES)
10288 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);
10291 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10292 batchtriangles = surface->num_triangles;
10293 firstvertex = surface->num_firstvertex;
10294 endvertex = surface->num_firstvertex + surface->num_vertices;
10295 for (;j < texturenumsurfaces;j++)
10297 surface2 = texturesurfacelist[j];
10298 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10300 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10301 batchtriangles += surface2->num_triangles;
10302 firstvertex = min(firstvertex, surface2->num_firstvertex);
10303 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10305 surface2 = texturesurfacelist[j-1];
10306 numvertices = endvertex - firstvertex;
10307 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10310 else if (r_batchmode.integer == 1)
10312 for (i = 0;i < texturenumsurfaces;i = j)
10314 surface = texturesurfacelist[i];
10315 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10316 if (texturesurfacelist[j] != surface2)
10318 surface2 = texturesurfacelist[j-1];
10319 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10320 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10321 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10326 for (i = 0;i < texturenumsurfaces;i++)
10328 surface = texturesurfacelist[i];
10329 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);
10334 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10336 switch(vid.renderpath)
10338 case RENDERPATH_CGGL:
10340 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10341 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10344 case RENDERPATH_GL20:
10345 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10346 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10348 case RENDERPATH_GL13:
10349 case RENDERPATH_GL11:
10350 R_Mesh_TexBind(0, surface->lightmaptexture);
10355 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10357 // pick the closest matching water plane and bind textures
10358 int planeindex, vertexindex;
10362 r_waterstate_waterplane_t *p, *bestp;
10365 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10367 if(p->camera_entity != rsurface.texture->camera_entity)
10370 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10372 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10373 d += fabs(PlaneDiff(vert, &p->plane));
10375 if (bestd > d || !bestp)
10381 switch(vid.renderpath)
10383 case RENDERPATH_CGGL:
10385 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10386 else if (r_cg_permutation->fp_Texture_First) CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR
10387 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10390 case RENDERPATH_GL20:
10391 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10392 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10393 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10395 case RENDERPATH_GL13:
10396 case RENDERPATH_GL11:
10401 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10404 const msurface_t *surface;
10405 if (r_waterstate.renderingscene)
10407 for (i = 0;i < texturenumsurfaces;i++)
10409 surface = texturesurfacelist[i];
10410 RSurf_BindLightmapForSurface(surface);
10411 RSurf_BindReflectionForSurface(surface);
10412 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);
10416 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10420 const msurface_t *surface = texturesurfacelist[0];
10421 const msurface_t *surface2;
10426 if (texturenumsurfaces == 1)
10428 RSurf_BindLightmapForSurface(surface);
10429 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);
10431 else if (r_batchmode.integer == 2)
10433 int batchtriangles = 0;
10434 static int batchelements[MAXBATCHTRIANGLES*3];
10435 for (i = 0;i < texturenumsurfaces;i = j)
10437 surface = texturesurfacelist[i];
10438 RSurf_BindLightmapForSurface(surface);
10440 if (surface->num_triangles > MAXBATCHTRIANGLES)
10442 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);
10445 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10446 batchtriangles = surface->num_triangles;
10447 firstvertex = surface->num_firstvertex;
10448 endvertex = surface->num_firstvertex + surface->num_vertices;
10449 for (;j < texturenumsurfaces;j++)
10451 surface2 = texturesurfacelist[j];
10452 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10454 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10455 batchtriangles += surface2->num_triangles;
10456 firstvertex = min(firstvertex, surface2->num_firstvertex);
10457 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10459 surface2 = texturesurfacelist[j-1];
10460 numvertices = endvertex - firstvertex;
10461 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10464 else if (r_batchmode.integer == 1)
10467 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10468 for (i = 0;i < texturenumsurfaces;i = j)
10470 surface = texturesurfacelist[i];
10471 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10472 if (texturesurfacelist[j] != surface2)
10474 Con_Printf(" %i", j - i);
10477 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10479 for (i = 0;i < texturenumsurfaces;i = j)
10481 surface = texturesurfacelist[i];
10482 RSurf_BindLightmapForSurface(surface);
10483 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10484 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10487 Con_Printf(" %i", j - i);
10489 surface2 = texturesurfacelist[j-1];
10490 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10491 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10492 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10500 for (i = 0;i < texturenumsurfaces;i++)
10502 surface = texturesurfacelist[i];
10503 RSurf_BindLightmapForSurface(surface);
10504 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);
10509 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10512 int texturesurfaceindex;
10513 if (r_showsurfaces.integer == 2)
10515 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10517 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10518 for (j = 0;j < surface->num_triangles;j++)
10520 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10521 GL_Color(f, f, f, 1);
10522 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10528 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10530 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10531 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10532 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);
10533 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);
10538 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10540 int texturesurfaceindex;
10544 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10546 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10547 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)
10555 rsurface.lightmapcolor4f = rsurface.array_color4f;
10556 rsurface.lightmapcolor4f_bufferobject = 0;
10557 rsurface.lightmapcolor4f_bufferoffset = 0;
10560 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10562 int texturesurfaceindex;
10568 if (rsurface.lightmapcolor4f)
10570 // generate color arrays for the surfaces in this list
10571 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10573 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10574 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)
10576 f = RSurf_FogVertex(v);
10586 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10588 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10589 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)
10591 f = RSurf_FogVertex(v);
10599 rsurface.lightmapcolor4f = rsurface.array_color4f;
10600 rsurface.lightmapcolor4f_bufferobject = 0;
10601 rsurface.lightmapcolor4f_bufferoffset = 0;
10604 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10606 int texturesurfaceindex;
10612 if (!rsurface.lightmapcolor4f)
10614 // generate color arrays for the surfaces in this list
10615 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10617 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10618 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)
10620 f = RSurf_FogVertex(v);
10621 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10622 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10623 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10627 rsurface.lightmapcolor4f = rsurface.array_color4f;
10628 rsurface.lightmapcolor4f_bufferobject = 0;
10629 rsurface.lightmapcolor4f_bufferoffset = 0;
10632 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10634 int texturesurfaceindex;
10638 if (!rsurface.lightmapcolor4f)
10640 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10642 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10643 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)
10651 rsurface.lightmapcolor4f = rsurface.array_color4f;
10652 rsurface.lightmapcolor4f_bufferobject = 0;
10653 rsurface.lightmapcolor4f_bufferoffset = 0;
10656 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10658 int texturesurfaceindex;
10662 if (!rsurface.lightmapcolor4f)
10664 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10666 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10667 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)
10669 c2[0] = c[0] + r_refdef.scene.ambient;
10670 c2[1] = c[1] + r_refdef.scene.ambient;
10671 c2[2] = c[2] + r_refdef.scene.ambient;
10675 rsurface.lightmapcolor4f = rsurface.array_color4f;
10676 rsurface.lightmapcolor4f_bufferobject = 0;
10677 rsurface.lightmapcolor4f_bufferoffset = 0;
10680 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10683 rsurface.lightmapcolor4f = NULL;
10684 rsurface.lightmapcolor4f_bufferobject = 0;
10685 rsurface.lightmapcolor4f_bufferoffset = 0;
10686 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10687 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10688 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10689 GL_Color(r, g, b, a);
10690 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10693 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10695 // TODO: optimize applyfog && applycolor case
10696 // just apply fog if necessary, and tint the fog color array if necessary
10697 rsurface.lightmapcolor4f = NULL;
10698 rsurface.lightmapcolor4f_bufferobject = 0;
10699 rsurface.lightmapcolor4f_bufferoffset = 0;
10700 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10701 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10702 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10703 GL_Color(r, g, b, a);
10704 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10707 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10709 int texturesurfaceindex;
10713 if (texturesurfacelist[0]->lightmapinfo)
10715 // generate color arrays for the surfaces in this list
10716 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10718 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10719 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10721 if (surface->lightmapinfo->samples)
10723 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10724 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10725 VectorScale(lm, scale, c);
10726 if (surface->lightmapinfo->styles[1] != 255)
10728 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10730 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10731 VectorMA(c, scale, lm, c);
10732 if (surface->lightmapinfo->styles[2] != 255)
10735 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10736 VectorMA(c, scale, lm, c);
10737 if (surface->lightmapinfo->styles[3] != 255)
10740 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10741 VectorMA(c, scale, lm, c);
10751 rsurface.lightmapcolor4f = rsurface.array_color4f;
10752 rsurface.lightmapcolor4f_bufferobject = 0;
10753 rsurface.lightmapcolor4f_bufferoffset = 0;
10757 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10758 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10759 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10761 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10762 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10763 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10764 GL_Color(r, g, b, a);
10765 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10768 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10770 int texturesurfaceindex;
10777 vec3_t ambientcolor;
10778 vec3_t diffusecolor;
10782 VectorCopy(rsurface.modellight_lightdir, lightdir);
10783 f = 0.5f * r_refdef.lightmapintensity;
10784 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10785 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10786 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10787 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10788 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10789 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10791 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10793 // generate color arrays for the surfaces in this list
10794 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10796 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10797 int numverts = surface->num_vertices;
10798 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10799 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10800 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10801 // q3-style directional shading
10802 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10804 if ((f = DotProduct(n, lightdir)) > 0)
10805 VectorMA(ambientcolor, f, diffusecolor, c);
10807 VectorCopy(ambientcolor, c);
10815 rsurface.lightmapcolor4f = rsurface.array_color4f;
10816 rsurface.lightmapcolor4f_bufferobject = 0;
10817 rsurface.lightmapcolor4f_bufferoffset = 0;
10818 *applycolor = false;
10822 *r = ambientcolor[0];
10823 *g = ambientcolor[1];
10824 *b = ambientcolor[2];
10825 rsurface.lightmapcolor4f = NULL;
10826 rsurface.lightmapcolor4f_bufferobject = 0;
10827 rsurface.lightmapcolor4f_bufferoffset = 0;
10831 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10833 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10834 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10835 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10836 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10837 GL_Color(r, g, b, a);
10838 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10841 void RSurf_SetupDepthAndCulling(void)
10843 // submodels are biased to avoid z-fighting with world surfaces that they
10844 // may be exactly overlapping (avoids z-fighting artifacts on certain
10845 // doors and things in Quake maps)
10846 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10847 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10848 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10849 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10852 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10854 // transparent sky would be ridiculous
10855 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10857 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10858 skyrenderlater = true;
10859 RSurf_SetupDepthAndCulling();
10860 GL_DepthMask(true);
10861 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10862 // skymasking on them, and Quake3 never did sky masking (unlike
10863 // software Quake and software Quake2), so disable the sky masking
10864 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10865 // and skymasking also looks very bad when noclipping outside the
10866 // level, so don't use it then either.
10867 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10869 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10870 R_Mesh_ColorPointer(NULL, 0, 0);
10871 R_Mesh_ResetTextureState();
10872 if (skyrendermasked)
10874 R_SetupShader_DepthOrShadow();
10875 // depth-only (masking)
10876 GL_ColorMask(0,0,0,0);
10877 // just to make sure that braindead drivers don't draw
10878 // anything despite that colormask...
10879 GL_BlendFunc(GL_ZERO, GL_ONE);
10883 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10885 GL_BlendFunc(GL_ONE, GL_ZERO);
10887 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10888 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10889 if (skyrendermasked)
10890 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10892 R_Mesh_ResetTextureState();
10893 GL_Color(1, 1, 1, 1);
10896 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10897 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10898 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10900 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10902 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10905 // render screenspace normalmap to texture
10906 GL_DepthMask(true);
10907 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10908 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10910 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
10912 // render water or distortion background, then blend surface on top
10913 GL_DepthMask(true);
10914 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10915 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10916 GL_DepthMask(false);
10917 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10918 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10919 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10921 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10925 // render surface normally
10926 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10927 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10928 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10929 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10930 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10931 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10933 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10937 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10939 // OpenGL 1.3 path - anything not completely ancient
10940 int texturesurfaceindex;
10941 qboolean applycolor;
10944 const texturelayer_t *layer;
10945 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10947 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10950 int layertexrgbscale;
10951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10953 if (layerindex == 0)
10954 GL_AlphaTest(true);
10957 GL_AlphaTest(false);
10958 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10961 GL_DepthMask(layer->depthmask && writedepth);
10962 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10963 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10965 layertexrgbscale = 4;
10966 VectorScale(layer->color, 0.25f, layercolor);
10968 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10970 layertexrgbscale = 2;
10971 VectorScale(layer->color, 0.5f, layercolor);
10975 layertexrgbscale = 1;
10976 VectorScale(layer->color, 1.0f, layercolor);
10978 layercolor[3] = layer->color[3];
10979 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10980 R_Mesh_ColorPointer(NULL, 0, 0);
10981 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10982 switch (layer->type)
10984 case TEXTURELAYERTYPE_LITTEXTURE:
10985 // single-pass lightmapped texture with 2x rgbscale
10986 R_Mesh_TexBind(0, r_texture_white);
10987 R_Mesh_TexMatrix(0, NULL);
10988 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10989 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10990 R_Mesh_TexBind(1, layer->texture);
10991 R_Mesh_TexMatrix(1, &layer->texmatrix);
10992 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10993 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10994 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10995 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10996 else if (rsurface.uselightmaptexture)
10997 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10999 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11001 case TEXTURELAYERTYPE_TEXTURE:
11002 // singletexture unlit texture with transparency support
11003 R_Mesh_TexBind(0, layer->texture);
11004 R_Mesh_TexMatrix(0, &layer->texmatrix);
11005 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11006 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11007 R_Mesh_TexBind(1, 0);
11008 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11009 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11011 case TEXTURELAYERTYPE_FOG:
11012 // singletexture fogging
11013 if (layer->texture)
11015 R_Mesh_TexBind(0, layer->texture);
11016 R_Mesh_TexMatrix(0, &layer->texmatrix);
11017 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11018 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11022 R_Mesh_TexBind(0, 0);
11023 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11025 R_Mesh_TexBind(1, 0);
11026 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11027 // generate a color array for the fog pass
11028 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11029 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11035 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11036 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)
11038 f = 1 - RSurf_FogVertex(v);
11039 c[0] = layercolor[0];
11040 c[1] = layercolor[1];
11041 c[2] = layercolor[2];
11042 c[3] = f * layercolor[3];
11045 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11048 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11052 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11054 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11055 GL_AlphaTest(false);
11059 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11061 // OpenGL 1.1 - crusty old voodoo path
11062 int texturesurfaceindex;
11065 const texturelayer_t *layer;
11066 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11068 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11072 if (layerindex == 0)
11073 GL_AlphaTest(true);
11076 GL_AlphaTest(false);
11077 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11080 GL_DepthMask(layer->depthmask && writedepth);
11081 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11082 R_Mesh_ColorPointer(NULL, 0, 0);
11083 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11084 switch (layer->type)
11086 case TEXTURELAYERTYPE_LITTEXTURE:
11087 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11089 // two-pass lit texture with 2x rgbscale
11090 // first the lightmap pass
11091 R_Mesh_TexBind(0, r_texture_white);
11092 R_Mesh_TexMatrix(0, NULL);
11093 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11094 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11096 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11097 else if (rsurface.uselightmaptexture)
11098 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11100 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11101 // then apply the texture to it
11102 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11103 R_Mesh_TexBind(0, layer->texture);
11104 R_Mesh_TexMatrix(0, &layer->texmatrix);
11105 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11106 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11107 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);
11111 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11112 R_Mesh_TexBind(0, layer->texture);
11113 R_Mesh_TexMatrix(0, &layer->texmatrix);
11114 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11115 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11117 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);
11119 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);
11122 case TEXTURELAYERTYPE_TEXTURE:
11123 // singletexture unlit texture with transparency support
11124 R_Mesh_TexBind(0, layer->texture);
11125 R_Mesh_TexMatrix(0, &layer->texmatrix);
11126 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11127 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11128 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);
11130 case TEXTURELAYERTYPE_FOG:
11131 // singletexture fogging
11132 if (layer->texture)
11134 R_Mesh_TexBind(0, layer->texture);
11135 R_Mesh_TexMatrix(0, &layer->texmatrix);
11136 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11137 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11141 R_Mesh_TexBind(0, 0);
11142 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11144 // generate a color array for the fog pass
11145 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11152 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11153 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)
11155 f = 1 - RSurf_FogVertex(v);
11156 c[0] = layer->color[0];
11157 c[1] = layer->color[1];
11158 c[2] = layer->color[2];
11159 c[3] = f * layer->color[3];
11162 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11165 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11171 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11172 GL_AlphaTest(false);
11176 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11180 GL_AlphaTest(false);
11181 R_Mesh_ColorPointer(NULL, 0, 0);
11182 R_Mesh_ResetTextureState();
11183 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11185 if(rsurface.texture && rsurface.texture->currentskinframe)
11187 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11188 c[3] *= rsurface.texture->currentalpha;
11198 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11200 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11201 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11202 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11205 // brighten it up (as texture value 127 means "unlit")
11206 c[0] *= 2 * r_refdef.view.colorscale;
11207 c[1] *= 2 * r_refdef.view.colorscale;
11208 c[2] *= 2 * r_refdef.view.colorscale;
11210 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11211 c[3] *= r_wateralpha.value;
11213 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11215 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11216 GL_DepthMask(false);
11218 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11220 GL_BlendFunc(GL_ONE, GL_ONE);
11221 GL_DepthMask(false);
11223 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11225 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11226 GL_DepthMask(false);
11228 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11230 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11231 GL_DepthMask(false);
11235 GL_BlendFunc(GL_ONE, GL_ZERO);
11236 GL_DepthMask(writedepth);
11239 rsurface.lightmapcolor4f = NULL;
11241 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11243 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11245 rsurface.lightmapcolor4f = NULL;
11246 rsurface.lightmapcolor4f_bufferobject = 0;
11247 rsurface.lightmapcolor4f_bufferoffset = 0;
11249 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11251 qboolean applycolor = true;
11254 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11256 r_refdef.lightmapintensity = 1;
11257 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11258 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11262 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11264 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11265 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11266 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11269 if(!rsurface.lightmapcolor4f)
11270 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11272 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11273 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11274 if(r_refdef.fogenabled)
11275 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11277 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11278 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11281 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11284 RSurf_SetupDepthAndCulling();
11285 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11287 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11290 switch (vid.renderpath)
11292 case RENDERPATH_GL20:
11293 case RENDERPATH_CGGL:
11294 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11296 case RENDERPATH_GL13:
11297 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11299 case RENDERPATH_GL11:
11300 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11306 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11309 RSurf_SetupDepthAndCulling();
11310 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11312 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11315 switch (vid.renderpath)
11317 case RENDERPATH_GL20:
11318 case RENDERPATH_CGGL:
11319 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11321 case RENDERPATH_GL13:
11322 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11324 case RENDERPATH_GL11:
11325 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11331 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11334 int texturenumsurfaces, endsurface;
11335 texture_t *texture;
11336 const msurface_t *surface;
11337 #define MAXBATCH_TRANSPARENTSURFACES 256
11338 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11340 // if the model is static it doesn't matter what value we give for
11341 // wantnormals and wanttangents, so this logic uses only rules applicable
11342 // to a model, knowing that they are meaningless otherwise
11343 if (ent == r_refdef.scene.worldentity)
11344 RSurf_ActiveWorldEntity();
11345 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11346 RSurf_ActiveModelEntity(ent, false, false, false);
11349 switch (vid.renderpath)
11351 case RENDERPATH_GL20:
11352 case RENDERPATH_CGGL:
11353 RSurf_ActiveModelEntity(ent, true, true, false);
11355 case RENDERPATH_GL13:
11356 case RENDERPATH_GL11:
11357 RSurf_ActiveModelEntity(ent, true, false, false);
11362 if (r_transparentdepthmasking.integer)
11364 qboolean setup = false;
11365 for (i = 0;i < numsurfaces;i = j)
11368 surface = rsurface.modelsurfaces + surfacelist[i];
11369 texture = surface->texture;
11370 rsurface.texture = R_GetCurrentTexture(texture);
11371 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11372 // scan ahead until we find a different texture
11373 endsurface = min(i + 1024, numsurfaces);
11374 texturenumsurfaces = 0;
11375 texturesurfacelist[texturenumsurfaces++] = surface;
11376 for (;j < endsurface;j++)
11378 surface = rsurface.modelsurfaces + surfacelist[j];
11379 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11381 texturesurfacelist[texturenumsurfaces++] = surface;
11383 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11385 // render the range of surfaces as depth
11389 GL_ColorMask(0,0,0,0);
11391 GL_DepthTest(true);
11392 GL_BlendFunc(GL_ONE, GL_ZERO);
11393 GL_DepthMask(true);
11394 GL_AlphaTest(false);
11395 R_Mesh_ColorPointer(NULL, 0, 0);
11396 R_Mesh_ResetTextureState();
11397 R_SetupShader_DepthOrShadow();
11399 RSurf_SetupDepthAndCulling();
11400 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11401 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11404 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11407 for (i = 0;i < numsurfaces;i = j)
11410 surface = rsurface.modelsurfaces + surfacelist[i];
11411 texture = surface->texture;
11412 rsurface.texture = R_GetCurrentTexture(texture);
11413 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11414 // scan ahead until we find a different texture
11415 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11416 texturenumsurfaces = 0;
11417 texturesurfacelist[texturenumsurfaces++] = surface;
11418 for (;j < endsurface;j++)
11420 surface = rsurface.modelsurfaces + surfacelist[j];
11421 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11423 texturesurfacelist[texturenumsurfaces++] = surface;
11425 // render the range of surfaces
11426 if (ent == r_refdef.scene.worldentity)
11427 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11429 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11431 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11432 GL_AlphaTest(false);
11435 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11437 // transparent surfaces get pushed off into the transparent queue
11438 int surfacelistindex;
11439 const msurface_t *surface;
11440 vec3_t tempcenter, center;
11441 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11443 surface = texturesurfacelist[surfacelistindex];
11444 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11445 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11446 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11447 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11448 if (queueentity->transparent_offset) // transparent offset
11450 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11451 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11452 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11454 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11458 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11460 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11464 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11466 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11468 RSurf_SetupDepthAndCulling();
11469 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11470 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11474 if (!rsurface.texture->currentnumlayers)
11476 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11477 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11479 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11481 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11483 RSurf_SetupDepthAndCulling();
11484 GL_AlphaTest(false);
11485 R_Mesh_ColorPointer(NULL, 0, 0);
11486 R_Mesh_ResetTextureState();
11487 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11488 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11489 GL_DepthMask(true);
11490 GL_BlendFunc(GL_ONE, GL_ZERO);
11491 GL_Color(0, 0, 0, 1);
11492 GL_DepthTest(writedepth);
11493 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11495 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11497 RSurf_SetupDepthAndCulling();
11498 GL_AlphaTest(false);
11499 R_Mesh_ColorPointer(NULL, 0, 0);
11500 R_Mesh_ResetTextureState();
11501 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11502 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11503 GL_DepthMask(true);
11504 GL_BlendFunc(GL_ONE, GL_ZERO);
11505 GL_DepthTest(true);
11506 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11508 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11509 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11510 else if (!rsurface.texture->currentnumlayers)
11512 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11514 // in the deferred case, transparent surfaces were queued during prepass
11515 if (!r_shadow_usingdeferredprepass)
11516 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11520 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11521 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11526 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11529 texture_t *texture;
11530 // break the surface list down into batches by texture and use of lightmapping
11531 for (i = 0;i < numsurfaces;i = j)
11534 // texture is the base texture pointer, rsurface.texture is the
11535 // current frame/skin the texture is directing us to use (for example
11536 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11537 // use skin 1 instead)
11538 texture = surfacelist[i]->texture;
11539 rsurface.texture = R_GetCurrentTexture(texture);
11540 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11541 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11543 // if this texture is not the kind we want, skip ahead to the next one
11544 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11548 // simply scan ahead until we find a different texture or lightmap state
11549 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11551 // render the range of surfaces
11552 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11556 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11561 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11563 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11565 RSurf_SetupDepthAndCulling();
11566 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11567 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11571 if (!rsurface.texture->currentnumlayers)
11573 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11574 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11576 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11578 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11580 RSurf_SetupDepthAndCulling();
11581 GL_AlphaTest(false);
11582 R_Mesh_ColorPointer(NULL, 0, 0);
11583 R_Mesh_ResetTextureState();
11584 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11585 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11586 GL_DepthMask(true);
11587 GL_BlendFunc(GL_ONE, GL_ZERO);
11588 GL_Color(0, 0, 0, 1);
11589 GL_DepthTest(writedepth);
11590 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11592 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11594 RSurf_SetupDepthAndCulling();
11595 GL_AlphaTest(false);
11596 R_Mesh_ColorPointer(NULL, 0, 0);
11597 R_Mesh_ResetTextureState();
11598 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11599 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11600 GL_DepthMask(true);
11601 GL_BlendFunc(GL_ONE, GL_ZERO);
11602 GL_DepthTest(true);
11603 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11605 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11606 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11607 else if (!rsurface.texture->currentnumlayers)
11609 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11611 // in the deferred case, transparent surfaces were queued during prepass
11612 if (!r_shadow_usingdeferredprepass)
11613 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11617 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11618 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11623 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11626 texture_t *texture;
11627 // break the surface list down into batches by texture and use of lightmapping
11628 for (i = 0;i < numsurfaces;i = j)
11631 // texture is the base texture pointer, rsurface.texture is the
11632 // current frame/skin the texture is directing us to use (for example
11633 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11634 // use skin 1 instead)
11635 texture = surfacelist[i]->texture;
11636 rsurface.texture = R_GetCurrentTexture(texture);
11637 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11638 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11640 // if this texture is not the kind we want, skip ahead to the next one
11641 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11645 // simply scan ahead until we find a different texture or lightmap state
11646 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11648 // render the range of surfaces
11649 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11653 float locboxvertex3f[6*4*3] =
11655 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11656 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11657 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11658 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11659 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11660 1,0,0, 0,0,0, 0,1,0, 1,1,0
11663 unsigned short locboxelements[6*2*3] =
11668 12,13,14, 12,14,15,
11669 16,17,18, 16,18,19,
11673 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11676 cl_locnode_t *loc = (cl_locnode_t *)ent;
11678 float vertex3f[6*4*3];
11680 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11681 GL_DepthMask(false);
11682 GL_DepthRange(0, 1);
11683 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11684 GL_DepthTest(true);
11685 GL_CullFace(GL_NONE);
11686 R_EntityMatrix(&identitymatrix);
11688 R_Mesh_VertexPointer(vertex3f, 0, 0);
11689 R_Mesh_ColorPointer(NULL, 0, 0);
11690 R_Mesh_ResetTextureState();
11691 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11693 i = surfacelist[0];
11694 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11695 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11696 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11697 surfacelist[0] < 0 ? 0.5f : 0.125f);
11699 if (VectorCompare(loc->mins, loc->maxs))
11701 VectorSet(size, 2, 2, 2);
11702 VectorMA(loc->mins, -0.5f, size, mins);
11706 VectorCopy(loc->mins, mins);
11707 VectorSubtract(loc->maxs, loc->mins, size);
11710 for (i = 0;i < 6*4*3;)
11711 for (j = 0;j < 3;j++, i++)
11712 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11714 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11717 void R_DrawLocs(void)
11720 cl_locnode_t *loc, *nearestloc;
11722 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11723 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11725 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11726 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11730 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11732 if (decalsystem->decals)
11733 Mem_Free(decalsystem->decals);
11734 memset(decalsystem, 0, sizeof(*decalsystem));
11737 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)
11740 tridecal_t *decals;
11743 // expand or initialize the system
11744 if (decalsystem->maxdecals <= decalsystem->numdecals)
11746 decalsystem_t old = *decalsystem;
11747 qboolean useshortelements;
11748 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11749 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11750 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)));
11751 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11752 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11753 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11754 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11755 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11756 if (decalsystem->numdecals)
11757 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11759 Mem_Free(old.decals);
11760 for (i = 0;i < decalsystem->maxdecals*3;i++)
11761 decalsystem->element3i[i] = i;
11762 if (useshortelements)
11763 for (i = 0;i < decalsystem->maxdecals*3;i++)
11764 decalsystem->element3s[i] = i;
11767 // grab a decal and search for another free slot for the next one
11768 decals = decalsystem->decals;
11769 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11770 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11772 decalsystem->freedecal = i;
11773 if (decalsystem->numdecals <= i)
11774 decalsystem->numdecals = i + 1;
11776 // initialize the decal
11778 decal->triangleindex = triangleindex;
11779 decal->surfaceindex = surfaceindex;
11780 decal->decalsequence = decalsequence;
11781 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11782 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11783 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11784 decal->color4ub[0][3] = 255;
11785 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11786 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11787 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11788 decal->color4ub[1][3] = 255;
11789 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11790 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11791 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11792 decal->color4ub[2][3] = 255;
11793 decal->vertex3f[0][0] = v0[0];
11794 decal->vertex3f[0][1] = v0[1];
11795 decal->vertex3f[0][2] = v0[2];
11796 decal->vertex3f[1][0] = v1[0];
11797 decal->vertex3f[1][1] = v1[1];
11798 decal->vertex3f[1][2] = v1[2];
11799 decal->vertex3f[2][0] = v2[0];
11800 decal->vertex3f[2][1] = v2[1];
11801 decal->vertex3f[2][2] = v2[2];
11802 decal->texcoord2f[0][0] = t0[0];
11803 decal->texcoord2f[0][1] = t0[1];
11804 decal->texcoord2f[1][0] = t1[0];
11805 decal->texcoord2f[1][1] = t1[1];
11806 decal->texcoord2f[2][0] = t2[0];
11807 decal->texcoord2f[2][1] = t2[1];
11810 extern cvar_t cl_decals_bias;
11811 extern cvar_t cl_decals_models;
11812 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11813 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)
11815 matrix4x4_t projection;
11816 decalsystem_t *decalsystem;
11819 const float *vertex3f;
11820 const msurface_t *surface;
11821 const msurface_t *surfaces;
11822 const int *surfacelist;
11823 const texture_t *texture;
11825 int numsurfacelist;
11826 int surfacelistindex;
11833 float localorigin[3];
11834 float localnormal[3];
11835 float localmins[3];
11836 float localmaxs[3];
11842 float planes[6][4];
11844 float points[2][9][3];
11848 decalsystem = &ent->decalsystem;
11849 model = ent->model;
11850 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11852 R_DecalSystem_Reset(&ent->decalsystem);
11856 if (!model->brush.data_nodes && !cl_decals_models.integer)
11858 if (decalsystem->model)
11859 R_DecalSystem_Reset(decalsystem);
11863 if (decalsystem->model != model)
11864 R_DecalSystem_Reset(decalsystem);
11865 decalsystem->model = model;
11867 RSurf_ActiveModelEntity(ent, false, false, false);
11869 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11870 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11871 VectorNormalize(localnormal);
11872 localsize = worldsize*rsurface.inversematrixscale;
11873 localmins[0] = localorigin[0] - localsize;
11874 localmins[1] = localorigin[1] - localsize;
11875 localmins[2] = localorigin[2] - localsize;
11876 localmaxs[0] = localorigin[0] + localsize;
11877 localmaxs[1] = localorigin[1] + localsize;
11878 localmaxs[2] = localorigin[2] + localsize;
11880 //VectorCopy(localnormal, planes[4]);
11881 //VectorVectors(planes[4], planes[2], planes[0]);
11882 AnglesFromVectors(angles, localnormal, NULL, false);
11883 AngleVectors(angles, planes[0], planes[2], planes[4]);
11884 VectorNegate(planes[0], planes[1]);
11885 VectorNegate(planes[2], planes[3]);
11886 VectorNegate(planes[4], planes[5]);
11887 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11888 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11889 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11890 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11891 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11892 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11897 matrix4x4_t forwardprojection;
11898 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11899 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11904 float projectionvector[4][3];
11905 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11906 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11907 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11908 projectionvector[0][0] = planes[0][0] * ilocalsize;
11909 projectionvector[0][1] = planes[1][0] * ilocalsize;
11910 projectionvector[0][2] = planes[2][0] * ilocalsize;
11911 projectionvector[1][0] = planes[0][1] * ilocalsize;
11912 projectionvector[1][1] = planes[1][1] * ilocalsize;
11913 projectionvector[1][2] = planes[2][1] * ilocalsize;
11914 projectionvector[2][0] = planes[0][2] * ilocalsize;
11915 projectionvector[2][1] = planes[1][2] * ilocalsize;
11916 projectionvector[2][2] = planes[2][2] * ilocalsize;
11917 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11918 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11919 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11920 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11924 dynamic = model->surfmesh.isanimated;
11925 vertex3f = rsurface.modelvertex3f;
11926 numsurfacelist = model->nummodelsurfaces;
11927 surfacelist = model->sortedmodelsurfaces;
11928 surfaces = model->data_surfaces;
11929 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11931 surfaceindex = surfacelist[surfacelistindex];
11932 surface = surfaces + surfaceindex;
11933 // check cull box first because it rejects more than any other check
11934 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11936 // skip transparent surfaces
11937 texture = surface->texture;
11938 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11940 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11942 numtriangles = surface->num_triangles;
11943 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11945 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11947 index = 3*e[cornerindex];
11948 VectorCopy(vertex3f + index, v[cornerindex]);
11951 //TriangleNormal(v[0], v[1], v[2], normal);
11952 //if (DotProduct(normal, localnormal) < 0.0f)
11954 // clip by each of the box planes formed from the projection matrix
11955 // if anything survives, we emit the decal
11956 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]);
11959 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]);
11962 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]);
11965 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]);
11968 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]);
11971 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]);
11974 // some part of the triangle survived, so we have to accept it...
11977 // dynamic always uses the original triangle
11979 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11981 index = 3*e[cornerindex];
11982 VectorCopy(vertex3f + index, v[cornerindex]);
11985 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11987 // convert vertex positions to texcoords
11988 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11989 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11990 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11991 // calculate distance fade from the projection origin
11992 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11993 f = bound(0.0f, f, 1.0f);
11994 c[cornerindex][0] = r * f;
11995 c[cornerindex][1] = g * f;
11996 c[cornerindex][2] = b * f;
11997 c[cornerindex][3] = 1.0f;
11998 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12001 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);
12003 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12004 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);
12009 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12010 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)
12012 int renderentityindex;
12013 float worldmins[3];
12014 float worldmaxs[3];
12015 entity_render_t *ent;
12017 if (!cl_decals_newsystem.integer)
12020 worldmins[0] = worldorigin[0] - worldsize;
12021 worldmins[1] = worldorigin[1] - worldsize;
12022 worldmins[2] = worldorigin[2] - worldsize;
12023 worldmaxs[0] = worldorigin[0] + worldsize;
12024 worldmaxs[1] = worldorigin[1] + worldsize;
12025 worldmaxs[2] = worldorigin[2] + worldsize;
12027 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12029 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12031 ent = r_refdef.scene.entities[renderentityindex];
12032 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12035 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12039 typedef struct r_decalsystem_splatqueue_s
12041 vec3_t worldorigin;
12042 vec3_t worldnormal;
12048 r_decalsystem_splatqueue_t;
12050 int r_decalsystem_numqueued = 0;
12051 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12053 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)
12055 r_decalsystem_splatqueue_t *queue;
12057 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12060 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12061 VectorCopy(worldorigin, queue->worldorigin);
12062 VectorCopy(worldnormal, queue->worldnormal);
12063 Vector4Set(queue->color, r, g, b, a);
12064 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12065 queue->worldsize = worldsize;
12066 queue->decalsequence = cl.decalsequence++;
12069 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12072 r_decalsystem_splatqueue_t *queue;
12074 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12075 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);
12076 r_decalsystem_numqueued = 0;
12079 extern cvar_t cl_decals_max;
12080 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12083 decalsystem_t *decalsystem = &ent->decalsystem;
12090 if (!decalsystem->numdecals)
12093 if (r_showsurfaces.integer)
12096 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12098 R_DecalSystem_Reset(decalsystem);
12102 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12103 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12105 if (decalsystem->lastupdatetime)
12106 frametime = (cl.time - decalsystem->lastupdatetime);
12109 decalsystem->lastupdatetime = cl.time;
12110 decal = decalsystem->decals;
12111 numdecals = decalsystem->numdecals;
12113 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12115 if (decal->color4ub[0][3])
12117 decal->lived += frametime;
12118 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12120 memset(decal, 0, sizeof(*decal));
12121 if (decalsystem->freedecal > i)
12122 decalsystem->freedecal = i;
12126 decal = decalsystem->decals;
12127 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12130 // collapse the array by shuffling the tail decals into the gaps
12133 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12134 decalsystem->freedecal++;
12135 if (decalsystem->freedecal == numdecals)
12137 decal[decalsystem->freedecal] = decal[--numdecals];
12140 decalsystem->numdecals = numdecals;
12142 if (numdecals <= 0)
12144 // if there are no decals left, reset decalsystem
12145 R_DecalSystem_Reset(decalsystem);
12149 extern skinframe_t *decalskinframe;
12150 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12153 decalsystem_t *decalsystem = &ent->decalsystem;
12162 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12165 numdecals = decalsystem->numdecals;
12169 if (r_showsurfaces.integer)
12172 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12174 R_DecalSystem_Reset(decalsystem);
12178 // if the model is static it doesn't matter what value we give for
12179 // wantnormals and wanttangents, so this logic uses only rules applicable
12180 // to a model, knowing that they are meaningless otherwise
12181 if (ent == r_refdef.scene.worldentity)
12182 RSurf_ActiveWorldEntity();
12184 RSurf_ActiveModelEntity(ent, false, false, false);
12186 decalsystem->lastupdatetime = cl.time;
12187 decal = decalsystem->decals;
12189 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12191 // update vertex positions for animated models
12192 v3f = decalsystem->vertex3f;
12193 c4f = decalsystem->color4f;
12194 t2f = decalsystem->texcoord2f;
12195 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12197 if (!decal->color4ub[0][3])
12200 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12203 // update color values for fading decals
12204 if (decal->lived >= cl_decals_time.value)
12206 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12207 alpha *= (1.0f/255.0f);
12210 alpha = 1.0f/255.0f;
12212 c4f[ 0] = decal->color4ub[0][0] * alpha;
12213 c4f[ 1] = decal->color4ub[0][1] * alpha;
12214 c4f[ 2] = decal->color4ub[0][2] * alpha;
12216 c4f[ 4] = decal->color4ub[1][0] * alpha;
12217 c4f[ 5] = decal->color4ub[1][1] * alpha;
12218 c4f[ 6] = decal->color4ub[1][2] * alpha;
12220 c4f[ 8] = decal->color4ub[2][0] * alpha;
12221 c4f[ 9] = decal->color4ub[2][1] * alpha;
12222 c4f[10] = decal->color4ub[2][2] * alpha;
12225 t2f[0] = decal->texcoord2f[0][0];
12226 t2f[1] = decal->texcoord2f[0][1];
12227 t2f[2] = decal->texcoord2f[1][0];
12228 t2f[3] = decal->texcoord2f[1][1];
12229 t2f[4] = decal->texcoord2f[2][0];
12230 t2f[5] = decal->texcoord2f[2][1];
12232 // update vertex positions for animated models
12233 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12235 e = rsurface.modelelement3i + 3*decal->triangleindex;
12236 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12237 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12238 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12242 VectorCopy(decal->vertex3f[0], v3f);
12243 VectorCopy(decal->vertex3f[1], v3f + 3);
12244 VectorCopy(decal->vertex3f[2], v3f + 6);
12247 if (r_refdef.fogenabled)
12249 alpha = RSurf_FogVertex(v3f);
12250 VectorScale(c4f, alpha, c4f);
12251 alpha = RSurf_FogVertex(v3f + 3);
12252 VectorScale(c4f + 4, alpha, c4f + 4);
12253 alpha = RSurf_FogVertex(v3f + 6);
12254 VectorScale(c4f + 8, alpha, c4f + 8);
12265 r_refdef.stats.drawndecals += numtris;
12267 // now render the decals all at once
12268 // (this assumes they all use one particle font texture!)
12269 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);
12270 R_Mesh_ResetTextureState();
12271 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12272 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12273 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12274 GL_DepthMask(false);
12275 GL_DepthRange(0, 1);
12276 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12277 GL_DepthTest(true);
12278 GL_CullFace(GL_NONE);
12279 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12280 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12281 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12285 static void R_DrawModelDecals(void)
12289 // fade faster when there are too many decals
12290 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12291 for (i = 0;i < r_refdef.scene.numentities;i++)
12292 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12294 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12295 for (i = 0;i < r_refdef.scene.numentities;i++)
12296 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12297 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12299 R_DecalSystem_ApplySplatEntitiesQueue();
12301 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12302 for (i = 0;i < r_refdef.scene.numentities;i++)
12303 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12305 r_refdef.stats.totaldecals += numdecals;
12307 if (r_showsurfaces.integer)
12310 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12312 for (i = 0;i < r_refdef.scene.numentities;i++)
12314 if (!r_refdef.viewcache.entityvisible[i])
12316 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12317 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12321 extern cvar_t mod_collision_bih;
12322 void R_DrawDebugModel(void)
12324 entity_render_t *ent = rsurface.entity;
12325 int i, j, k, l, flagsmask;
12326 const msurface_t *surface;
12327 dp_model_t *model = ent->model;
12330 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12332 R_Mesh_ColorPointer(NULL, 0, 0);
12333 R_Mesh_ResetTextureState();
12334 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12335 GL_DepthRange(0, 1);
12336 GL_DepthTest(!r_showdisabledepthtest.integer);
12337 GL_DepthMask(false);
12338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12340 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12344 qboolean cullbox = ent == r_refdef.scene.worldentity;
12345 const q3mbrush_t *brush;
12346 const bih_t *bih = &model->collision_bih;
12347 const bih_leaf_t *bihleaf;
12348 float vertex3f[3][3];
12349 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12351 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12353 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12355 switch (bihleaf->type)
12358 brush = model->brush.data_brushes + bihleaf->itemindex;
12359 if (brush->colbrushf && brush->colbrushf->numtriangles)
12361 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12362 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);
12363 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12366 case BIH_COLLISIONTRIANGLE:
12367 triangleindex = bihleaf->itemindex;
12368 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12369 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12370 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12371 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12372 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);
12373 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12375 case BIH_RENDERTRIANGLE:
12376 triangleindex = bihleaf->itemindex;
12377 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12378 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12379 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12380 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12381 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);
12382 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12388 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12390 if (r_showtris.integer || r_shownormals.integer)
12392 if (r_showdisabledepthtest.integer)
12394 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12395 GL_DepthMask(false);
12399 GL_BlendFunc(GL_ONE, GL_ZERO);
12400 GL_DepthMask(true);
12402 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12404 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12406 rsurface.texture = R_GetCurrentTexture(surface->texture);
12407 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12409 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12410 if (r_showtris.value > 0)
12412 if (!rsurface.texture->currentlayers->depthmask)
12413 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12414 else if (ent == r_refdef.scene.worldentity)
12415 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12417 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12418 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12419 R_Mesh_ColorPointer(NULL, 0, 0);
12420 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12421 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12422 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12423 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);
12424 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12427 if (r_shownormals.value < 0)
12429 qglBegin(GL_LINES);
12430 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12432 VectorCopy(rsurface.vertex3f + l * 3, v);
12433 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12434 qglVertex3f(v[0], v[1], v[2]);
12435 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12436 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12437 qglVertex3f(v[0], v[1], v[2]);
12442 if (r_shownormals.value > 0)
12444 qglBegin(GL_LINES);
12445 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12447 VectorCopy(rsurface.vertex3f + l * 3, v);
12448 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12449 qglVertex3f(v[0], v[1], v[2]);
12450 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12451 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12452 qglVertex3f(v[0], v[1], v[2]);
12456 qglBegin(GL_LINES);
12457 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12459 VectorCopy(rsurface.vertex3f + l * 3, v);
12460 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12461 qglVertex3f(v[0], v[1], v[2]);
12462 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12463 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12464 qglVertex3f(v[0], v[1], v[2]);
12468 qglBegin(GL_LINES);
12469 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12471 VectorCopy(rsurface.vertex3f + l * 3, v);
12472 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12473 qglVertex3f(v[0], v[1], v[2]);
12474 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12475 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12476 qglVertex3f(v[0], v[1], v[2]);
12483 rsurface.texture = NULL;
12487 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12488 int r_maxsurfacelist = 0;
12489 const msurface_t **r_surfacelist = NULL;
12490 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12492 int i, j, endj, flagsmask;
12493 dp_model_t *model = r_refdef.scene.worldmodel;
12494 msurface_t *surfaces;
12495 unsigned char *update;
12496 int numsurfacelist = 0;
12500 if (r_maxsurfacelist < model->num_surfaces)
12502 r_maxsurfacelist = model->num_surfaces;
12504 Mem_Free((msurface_t**)r_surfacelist);
12505 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12508 RSurf_ActiveWorldEntity();
12510 surfaces = model->data_surfaces;
12511 update = model->brushq1.lightmapupdateflags;
12513 // update light styles on this submodel
12514 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12516 model_brush_lightstyleinfo_t *style;
12517 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12519 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12521 int *list = style->surfacelist;
12522 style->value = r_refdef.scene.lightstylevalue[style->style];
12523 for (j = 0;j < style->numsurfaces;j++)
12524 update[list[j]] = true;
12529 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12533 R_DrawDebugModel();
12534 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12538 rsurface.uselightmaptexture = false;
12539 rsurface.texture = NULL;
12540 rsurface.rtlight = NULL;
12541 numsurfacelist = 0;
12542 // add visible surfaces to draw list
12543 for (i = 0;i < model->nummodelsurfaces;i++)
12545 j = model->sortedmodelsurfaces[i];
12546 if (r_refdef.viewcache.world_surfacevisible[j])
12547 r_surfacelist[numsurfacelist++] = surfaces + j;
12549 // update lightmaps if needed
12550 if (model->brushq1.firstrender)
12552 model->brushq1.firstrender = false;
12553 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12555 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12559 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12560 if (r_refdef.viewcache.world_surfacevisible[j])
12562 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12564 // don't do anything if there were no surfaces
12565 if (!numsurfacelist)
12567 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12570 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12571 GL_AlphaTest(false);
12573 // add to stats if desired
12574 if (r_speeds.integer && !skysurfaces && !depthonly)
12576 r_refdef.stats.world_surfaces += numsurfacelist;
12577 for (j = 0;j < numsurfacelist;j++)
12578 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12581 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12584 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12586 int i, j, endj, flagsmask;
12587 dp_model_t *model = ent->model;
12588 msurface_t *surfaces;
12589 unsigned char *update;
12590 int numsurfacelist = 0;
12594 if (r_maxsurfacelist < model->num_surfaces)
12596 r_maxsurfacelist = model->num_surfaces;
12598 Mem_Free((msurface_t **)r_surfacelist);
12599 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12602 // if the model is static it doesn't matter what value we give for
12603 // wantnormals and wanttangents, so this logic uses only rules applicable
12604 // to a model, knowing that they are meaningless otherwise
12605 if (ent == r_refdef.scene.worldentity)
12606 RSurf_ActiveWorldEntity();
12607 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12608 RSurf_ActiveModelEntity(ent, false, false, false);
12610 RSurf_ActiveModelEntity(ent, true, true, true);
12611 else if (depthonly)
12613 switch (vid.renderpath)
12615 case RENDERPATH_GL20:
12616 case RENDERPATH_CGGL:
12617 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12619 case RENDERPATH_GL13:
12620 case RENDERPATH_GL11:
12621 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12627 switch (vid.renderpath)
12629 case RENDERPATH_GL20:
12630 case RENDERPATH_CGGL:
12631 RSurf_ActiveModelEntity(ent, true, true, false);
12633 case RENDERPATH_GL13:
12634 case RENDERPATH_GL11:
12635 RSurf_ActiveModelEntity(ent, true, false, false);
12640 surfaces = model->data_surfaces;
12641 update = model->brushq1.lightmapupdateflags;
12643 // update light styles
12644 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12646 model_brush_lightstyleinfo_t *style;
12647 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12649 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12651 int *list = style->surfacelist;
12652 style->value = r_refdef.scene.lightstylevalue[style->style];
12653 for (j = 0;j < style->numsurfaces;j++)
12654 update[list[j]] = true;
12659 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12663 R_DrawDebugModel();
12664 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12668 rsurface.uselightmaptexture = false;
12669 rsurface.texture = NULL;
12670 rsurface.rtlight = NULL;
12671 numsurfacelist = 0;
12672 // add visible surfaces to draw list
12673 for (i = 0;i < model->nummodelsurfaces;i++)
12674 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12675 // don't do anything if there were no surfaces
12676 if (!numsurfacelist)
12678 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12681 // update lightmaps if needed
12685 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12690 R_BuildLightMap(ent, surfaces + j);
12695 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12697 R_BuildLightMap(ent, surfaces + j);
12698 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12699 GL_AlphaTest(false);
12701 // add to stats if desired
12702 if (r_speeds.integer && !skysurfaces && !depthonly)
12704 r_refdef.stats.entities_surfaces += numsurfacelist;
12705 for (j = 0;j < numsurfacelist;j++)
12706 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12709 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12712 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12714 static texture_t texture;
12715 static msurface_t surface;
12716 const msurface_t *surfacelist = &surface;
12718 // fake enough texture and surface state to render this geometry
12720 texture.update_lastrenderframe = -1; // regenerate this texture
12721 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12722 texture.currentskinframe = skinframe;
12723 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12724 texture.offsetmapping = OFFSETMAPPING_OFF;
12725 texture.offsetscale = 1;
12726 texture.specularscalemod = 1;
12727 texture.specularpowermod = 1;
12729 surface.texture = &texture;
12730 surface.num_triangles = numtriangles;
12731 surface.num_firsttriangle = firsttriangle;
12732 surface.num_vertices = numvertices;
12733 surface.num_firstvertex = firstvertex;
12736 rsurface.texture = R_GetCurrentTexture(surface.texture);
12737 rsurface.uselightmaptexture = false;
12738 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12741 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)
12743 static msurface_t surface;
12744 const msurface_t *surfacelist = &surface;
12746 // fake enough texture and surface state to render this geometry
12748 surface.texture = texture;
12749 surface.num_triangles = numtriangles;
12750 surface.num_firsttriangle = firsttriangle;
12751 surface.num_vertices = numvertices;
12752 surface.num_firstvertex = firstvertex;
12755 rsurface.texture = R_GetCurrentTexture(surface.texture);
12756 rsurface.uselightmaptexture = false;
12757 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);