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"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 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)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 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"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 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)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 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"};
77 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"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
193 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
194 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
195 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
197 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
198 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
200 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)"};
202 extern cvar_t v_glslgamma;
204 extern qboolean v_flipped_state;
206 static struct r_bloomstate_s
211 int bloomwidth, bloomheight;
213 int screentexturewidth, screentextureheight;
214 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
216 int bloomtexturewidth, bloomtextureheight;
217 rtexture_t *texture_bloom;
219 // arrays for rendering the screen passes
220 float screentexcoord2f[8];
221 float bloomtexcoord2f[8];
222 float offsettexcoord2f[8];
224 r_viewport_t viewport;
228 r_waterstate_t r_waterstate;
230 /// shadow volume bsp struct with automatically growing nodes buffer
233 rtexture_t *r_texture_blanknormalmap;
234 rtexture_t *r_texture_white;
235 rtexture_t *r_texture_grey128;
236 rtexture_t *r_texture_black;
237 rtexture_t *r_texture_notexture;
238 rtexture_t *r_texture_whitecube;
239 rtexture_t *r_texture_normalizationcube;
240 rtexture_t *r_texture_fogattenuation;
241 rtexture_t *r_texture_fogheighttexture;
242 rtexture_t *r_texture_gammaramps;
243 unsigned int r_texture_gammaramps_serial;
244 //rtexture_t *r_texture_fogintensity;
245 rtexture_t *r_texture_reflectcube;
247 // TODO: hash lookups?
248 typedef struct cubemapinfo_s
255 int r_texture_numcubemaps;
256 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
258 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
259 unsigned int r_numqueries;
260 unsigned int r_maxqueries;
262 typedef struct r_qwskincache_s
264 char name[MAX_QPATH];
265 skinframe_t *skinframe;
269 static r_qwskincache_t *r_qwskincache;
270 static int r_qwskincache_size;
272 /// vertex coordinates for a quad that covers the screen exactly
273 extern const float r_screenvertex3f[12];
274 extern const float r_d3dscreenvertex3f[12];
275 const float r_screenvertex3f[12] =
282 const float r_d3dscreenvertex3f[12] =
290 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
293 for (i = 0;i < verts;i++)
304 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
307 for (i = 0;i < verts;i++)
317 // FIXME: move this to client?
320 if (gamemode == GAME_NEHAHRA)
322 Cvar_Set("gl_fogenable", "0");
323 Cvar_Set("gl_fogdensity", "0.2");
324 Cvar_Set("gl_fogred", "0.3");
325 Cvar_Set("gl_foggreen", "0.3");
326 Cvar_Set("gl_fogblue", "0.3");
328 r_refdef.fog_density = 0;
329 r_refdef.fog_red = 0;
330 r_refdef.fog_green = 0;
331 r_refdef.fog_blue = 0;
332 r_refdef.fog_alpha = 1;
333 r_refdef.fog_start = 0;
334 r_refdef.fog_end = 16384;
335 r_refdef.fog_height = 1<<30;
336 r_refdef.fog_fadedepth = 128;
337 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
340 static void R_BuildBlankTextures(void)
342 unsigned char data[4];
343 data[2] = 128; // normal X
344 data[1] = 128; // normal Y
345 data[0] = 255; // normal Z
346 data[3] = 128; // height
347 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 static void R_BuildNoTexture(void)
368 unsigned char pix[16][16][4];
369 // this makes a light grey/dark grey checkerboard texture
370 for (y = 0;y < 16;y++)
372 for (x = 0;x < 16;x++)
374 if ((y < 8) ^ (x < 8))
390 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildWhiteCube(void)
395 unsigned char data[6*1*1*4];
396 memset(data, 255, sizeof(data));
397 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
400 static void R_BuildNormalizationCube(void)
404 vec_t s, t, intensity;
407 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
408 for (side = 0;side < 6;side++)
410 for (y = 0;y < NORMSIZE;y++)
412 for (x = 0;x < NORMSIZE;x++)
414 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
450 intensity = 127.0f / sqrt(DotProduct(v, v));
451 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
452 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
453 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
454 data[((side*64+y)*64+x)*4+3] = 255;
458 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
462 static void R_BuildFogTexture(void)
466 unsigned char data1[FOGWIDTH][4];
467 //unsigned char data2[FOGWIDTH][4];
470 r_refdef.fogmasktable_start = r_refdef.fog_start;
471 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
472 r_refdef.fogmasktable_range = r_refdef.fogrange;
473 r_refdef.fogmasktable_density = r_refdef.fog_density;
475 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
476 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
478 d = (x * r - r_refdef.fogmasktable_start);
479 if(developer_extra.integer)
480 Con_DPrintf("%f ", d);
482 if (r_fog_exp2.integer)
483 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
485 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
486 if(developer_extra.integer)
487 Con_DPrintf(" : %f ", alpha);
488 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
489 if(developer_extra.integer)
490 Con_DPrintf(" = %f\n", alpha);
491 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
494 for (x = 0;x < FOGWIDTH;x++)
496 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
501 //data2[x][0] = 255 - b;
502 //data2[x][1] = 255 - b;
503 //data2[x][2] = 255 - b;
506 if (r_texture_fogattenuation)
508 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
509 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
513 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
514 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
518 static void R_BuildFogHeightTexture(void)
520 unsigned char *inpixels;
528 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
529 if (r_refdef.fogheighttexturename[0])
530 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
533 r_refdef.fog_height_tablesize = 0;
534 if (r_texture_fogheighttexture)
535 R_FreeTexture(r_texture_fogheighttexture);
536 r_texture_fogheighttexture = NULL;
537 if (r_refdef.fog_height_table2d)
538 Mem_Free(r_refdef.fog_height_table2d);
539 r_refdef.fog_height_table2d = NULL;
540 if (r_refdef.fog_height_table1d)
541 Mem_Free(r_refdef.fog_height_table1d);
542 r_refdef.fog_height_table1d = NULL;
546 r_refdef.fog_height_tablesize = size;
547 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
548 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
549 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
551 // LordHavoc: now the magic - what is that table2d for? it is a cooked
552 // average fog color table accounting for every fog layer between a point
553 // and the camera. (Note: attenuation is handled separately!)
554 for (y = 0;y < size;y++)
556 for (x = 0;x < size;x++)
562 for (j = x;j <= y;j++)
564 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 for (j = x;j >= y;j--)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
577 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
579 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
580 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
583 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
586 //=======================================================================================================================================================
588 static const char *builtinshaderstring =
589 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
590 "// written by Forest 'LordHavoc' Hale\n"
591 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
593 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
596 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
597 "#define USELIGHTMAP\n"
599 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
600 "#define USEEYEVECTOR\n"
603 "#ifdef USESHADOWMAP2D\n"
604 "# ifdef GL_EXT_gpu_shader4\n"
605 "# extension GL_EXT_gpu_shader4 : enable\n"
607 "# ifdef GL_ARB_texture_gather\n"
608 "# extension GL_ARB_texture_gather : enable\n"
610 "# ifdef GL_AMD_texture_texture4\n"
611 "# extension GL_AMD_texture_texture4 : enable\n"
616 "//#ifdef USESHADOWSAMPLER\n"
617 "//# extension GL_ARB_shadow : enable\n"
620 "//#ifdef __GLSL_CG_DATA_TYPES\n"
621 "//# define myhalf half\n"
622 "//# define myhalf2 half2\n"
623 "//# define myhalf3 half3\n"
624 "//# define myhalf4 half4\n"
626 "# define myhalf float\n"
627 "# define myhalf2 vec2\n"
628 "# define myhalf3 vec3\n"
629 "# define myhalf4 vec4\n"
632 "#ifdef VERTEX_SHADER\n"
633 "uniform mat4 ModelViewProjectionMatrix;\n"
636 "#ifdef MODE_DEPTH_OR_SHADOW\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
643 "#else // !MODE_DEPTH_ORSHADOW\n"
648 "#ifdef MODE_SHOWDEPTH\n"
649 "#ifdef VERTEX_SHADER\n"
652 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
653 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
657 "#ifdef FRAGMENT_SHADER\n"
660 " gl_FragColor = gl_Color;\n"
663 "#else // !MODE_SHOWDEPTH\n"
668 "#ifdef MODE_POSTPROCESS\n"
669 "varying vec2 TexCoord1;\n"
670 "varying vec2 TexCoord2;\n"
672 "#ifdef VERTEX_SHADER\n"
675 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
676 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
678 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
683 "#ifdef FRAGMENT_SHADER\n"
684 "uniform sampler2D Texture_First;\n"
686 "uniform sampler2D Texture_Second;\n"
687 "uniform vec4 BloomColorSubtract;\n"
689 "#ifdef USEGAMMARAMPS\n"
690 "uniform sampler2D Texture_GammaRamps;\n"
692 "#ifdef USESATURATION\n"
693 "uniform float Saturation;\n"
695 "#ifdef USEVIEWTINT\n"
696 "uniform vec4 ViewTintColor;\n"
698 "//uncomment these if you want to use them:\n"
699 "uniform vec4 UserVec1;\n"
700 "uniform vec4 UserVec2;\n"
701 "// uniform vec4 UserVec3;\n"
702 "// uniform vec4 UserVec4;\n"
703 "// uniform float ClientTime;\n"
704 "uniform vec2 PixelSize;\n"
707 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
709 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
711 "#ifdef USEVIEWTINT\n"
712 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
715 "#ifdef USEPOSTPROCESSING\n"
716 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
717 "// 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"
718 " float sobel = 1.0;\n"
719 " // vec2 ts = textureSize(Texture_First, 0);\n"
720 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
721 " vec2 px = PixelSize;\n"
722 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
723 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
724 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
727 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
728 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
729 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
730 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
731 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
732 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
733 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
734 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
735 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
736 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
737 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
738 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
739 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
740 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
741 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
742 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
743 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
744 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
745 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
746 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
750 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
751 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
752 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
753 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
756 "#ifdef USESATURATION\n"
757 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
758 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
759 " // 'vampire sight' effect, wheres red is compensated\n"
760 " #ifdef SATURATION_REDCOMPENSATE\n"
761 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
762 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
763 " gl_FragColor.r += rboost;\n"
765 " // normal desaturation\n"
766 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
767 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
771 "#ifdef USEGAMMARAMPS\n"
772 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
773 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
774 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
778 "#else // !MODE_POSTPROCESS\n"
783 "#ifdef MODE_GENERIC\n"
784 "#ifdef USEDIFFUSE\n"
785 "varying vec2 TexCoord1;\n"
787 "#ifdef USESPECULAR\n"
788 "varying vec2 TexCoord2;\n"
790 "#ifdef VERTEX_SHADER\n"
793 " gl_FrontColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
797 "#ifdef USESPECULAR\n"
798 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
804 "#ifdef FRAGMENT_SHADER\n"
805 "#ifdef USEDIFFUSE\n"
806 "uniform sampler2D Texture_First;\n"
808 "#ifdef USESPECULAR\n"
809 "uniform sampler2D Texture_Second;\n"
814 "#ifdef USEVIEWTINT\n"
815 " gl_FragColor = gl_Color;\n"
817 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
819 "#ifdef USEDIFFUSE\n"
820 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
823 "#ifdef USESPECULAR\n"
824 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
825 "# ifdef USECOLORMAPPING\n"
826 " gl_FragColor *= tex2;\n"
829 " gl_FragColor += tex2;\n"
831 "# ifdef USEVERTEXTEXTUREBLEND\n"
832 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
837 "#else // !MODE_GENERIC\n"
842 "#ifdef MODE_BLOOMBLUR\n"
843 "varying TexCoord;\n"
844 "#ifdef VERTEX_SHADER\n"
847 " gl_FrontColor = gl_Color;\n"
848 " TexCoord = gl_MultiTexCoord0.xy;\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_First;\n"
855 "uniform vec4 BloomBlur_Parameters;\n"
860 " vec2 tc = TexCoord;\n"
861 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
862 " tc += BloomBlur_Parameters.xy;\n"
863 " for (i = 1;i < SAMPLES;i++)\n"
865 " color += texture2D(Texture_First, tc).rgb;\n"
866 " tc += BloomBlur_Parameters.xy;\n"
868 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
871 "#else // !MODE_BLOOMBLUR\n"
872 "#ifdef MODE_REFRACTION\n"
873 "varying vec2 TexCoord;\n"
874 "varying vec4 ModelViewProjectionPosition;\n"
875 "uniform mat4 TexMatrix;\n"
876 "#ifdef VERTEX_SHADER\n"
880 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
881 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
882 " ModelViewProjectionPosition = gl_Position;\n"
886 "#ifdef FRAGMENT_SHADER\n"
887 "uniform sampler2D Texture_Normal;\n"
888 "uniform sampler2D Texture_Refraction;\n"
889 "uniform sampler2D Texture_Reflection;\n"
891 "uniform vec4 DistortScaleRefractReflect;\n"
892 "uniform vec4 ScreenScaleRefractReflect;\n"
893 "uniform vec4 ScreenCenterRefractReflect;\n"
894 "uniform vec4 RefractColor;\n"
895 "uniform vec4 ReflectColor;\n"
896 "uniform float ReflectFactor;\n"
897 "uniform float ReflectOffset;\n"
901 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
902 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
903 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
904 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
905 " // FIXME temporary hack to detect the case that the reflection\n"
906 " // gets blackened at edges due to leaving the area that contains actual\n"
908 " // Remove this 'ack once we have a better way to stop this thing from\n"
910 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
913 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
914 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
915 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
918 "#else // !MODE_REFRACTION\n"
923 "#ifdef MODE_WATER\n"
924 "varying vec2 TexCoord;\n"
925 "varying vec3 EyeVector;\n"
926 "varying vec4 ModelViewProjectionPosition;\n"
927 "#ifdef VERTEX_SHADER\n"
928 "uniform vec3 EyePosition;\n"
929 "uniform mat4 TexMatrix;\n"
933 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
934 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
935 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
936 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
937 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
938 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
939 " ModelViewProjectionPosition = gl_Position;\n"
943 "#ifdef FRAGMENT_SHADER\n"
944 "uniform sampler2D Texture_Normal;\n"
945 "uniform sampler2D Texture_Refraction;\n"
946 "uniform sampler2D Texture_Reflection;\n"
948 "uniform vec4 DistortScaleRefractReflect;\n"
949 "uniform vec4 ScreenScaleRefractReflect;\n"
950 "uniform vec4 ScreenCenterRefractReflect;\n"
951 "uniform vec4 RefractColor;\n"
952 "uniform vec4 ReflectColor;\n"
953 "uniform float ReflectFactor;\n"
954 "uniform float ReflectOffset;\n"
955 "uniform float ClientTime;\n"
956 "#ifdef USENORMALMAPSCROLLBLEND\n"
957 "uniform vec2 NormalmapScrollBlend;\n"
962 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
963 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
964 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
965 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
966 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
967 " #ifdef USENORMALMAPSCROLLBLEND\n"
968 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
969 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
972 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
974 " // FIXME temporary hack to detect the case that the reflection\n"
975 " // gets blackened at edges due to leaving the area that contains actual\n"
977 " // Remove this 'ack once we have a better way to stop this thing from\n"
979 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
980 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
981 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
982 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
983 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
984 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
986 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
987 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
988 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
989 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
990 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
993 "#else // !MODE_WATER\n"
998 "// common definitions between vertex shader and fragment shader:\n"
1000 "varying vec2 TexCoord;\n"
1001 "#ifdef USEVERTEXTEXTUREBLEND\n"
1002 "varying vec2 TexCoord2;\n"
1004 "#ifdef USELIGHTMAP\n"
1005 "varying vec2 TexCoordLightmap;\n"
1008 "#ifdef MODE_LIGHTSOURCE\n"
1009 "varying vec3 CubeVector;\n"
1012 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1013 "varying vec3 LightVector;\n"
1016 "#ifdef USEEYEVECTOR\n"
1017 "varying vec3 EyeVector;\n"
1020 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1023 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1024 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1025 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1026 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1029 "#ifdef USEREFLECTION\n"
1030 "varying vec4 ModelViewProjectionPosition;\n"
1032 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1033 "uniform vec3 LightPosition;\n"
1034 "varying vec4 ModelViewPosition;\n"
1037 "#ifdef MODE_LIGHTSOURCE\n"
1038 "uniform vec3 LightPosition;\n"
1040 "uniform vec3 EyePosition;\n"
1041 "#ifdef MODE_LIGHTDIRECTION\n"
1042 "uniform vec3 LightDir;\n"
1044 "uniform vec4 FogPlane;\n"
1046 "#ifdef USESHADOWMAPORTHO\n"
1047 "varying vec3 ShadowMapTC;\n"
1054 "// 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"
1056 "// fragment shader specific:\n"
1057 "#ifdef FRAGMENT_SHADER\n"
1059 "uniform sampler2D Texture_Normal;\n"
1060 "uniform sampler2D Texture_Color;\n"
1061 "uniform sampler2D Texture_Gloss;\n"
1063 "uniform sampler2D Texture_Glow;\n"
1065 "#ifdef USEVERTEXTEXTUREBLEND\n"
1066 "uniform sampler2D Texture_SecondaryNormal;\n"
1067 "uniform sampler2D Texture_SecondaryColor;\n"
1068 "uniform sampler2D Texture_SecondaryGloss;\n"
1070 "uniform sampler2D Texture_SecondaryGlow;\n"
1073 "#ifdef USECOLORMAPPING\n"
1074 "uniform sampler2D Texture_Pants;\n"
1075 "uniform sampler2D Texture_Shirt;\n"
1078 "#ifdef USEFOGHEIGHTTEXTURE\n"
1079 "uniform sampler2D Texture_FogHeightTexture;\n"
1081 "uniform sampler2D Texture_FogMask;\n"
1083 "#ifdef USELIGHTMAP\n"
1084 "uniform sampler2D Texture_Lightmap;\n"
1086 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1087 "uniform sampler2D Texture_Deluxemap;\n"
1089 "#ifdef USEREFLECTION\n"
1090 "uniform sampler2D Texture_Reflection;\n"
1093 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1094 "uniform sampler2D Texture_ScreenDepth;\n"
1095 "uniform sampler2D Texture_ScreenNormalMap;\n"
1097 "#ifdef USEDEFERREDLIGHTMAP\n"
1098 "uniform sampler2D Texture_ScreenDiffuse;\n"
1099 "uniform sampler2D Texture_ScreenSpecular;\n"
1102 "uniform myhalf3 Color_Pants;\n"
1103 "uniform myhalf3 Color_Shirt;\n"
1104 "uniform myhalf3 FogColor;\n"
1107 "uniform float FogRangeRecip;\n"
1108 "uniform float FogPlaneViewDist;\n"
1109 "uniform float FogHeightFade;\n"
1110 "vec3 FogVertex(vec3 surfacecolor)\n"
1112 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1113 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1115 "#ifdef USEFOGHEIGHTTEXTURE\n"
1116 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1117 " fogfrac = fogheightpixel.a;\n"
1118 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1120 "# ifdef USEFOGOUTSIDE\n"
1121 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1123 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1125 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1130 "#ifdef USEOFFSETMAPPING\n"
1131 "uniform float OffsetMapping_Scale;\n"
1132 "vec2 OffsetMapping(vec2 TexCoord)\n"
1134 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1135 " // 14 sample relief mapping: linear search and then binary search\n"
1136 " // this basically steps forward a small amount repeatedly until it finds\n"
1137 " // itself inside solid, then jitters forward and back using decreasing\n"
1138 " // amounts to find the impact\n"
1139 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1140 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1142 " vec3 RT = vec3(TexCoord, 1);\n"
1143 " OffsetVector *= 0.1;\n"
1144 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1152 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1156 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1157 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1160 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1161 " // this basically moves forward the full distance, and then backs up based\n"
1162 " // on height of samples\n"
1163 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1164 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1166 " TexCoord += OffsetVector;\n"
1167 " OffsetVector *= 0.5;\n"
1168 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1170 " return TexCoord;\n"
1173 "#endif // USEOFFSETMAPPING\n"
1175 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1176 "uniform sampler2D Texture_Attenuation;\n"
1177 "uniform samplerCube Texture_Cube;\n"
1180 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1182 "#ifdef USESHADOWMAP2D\n"
1183 "# ifdef USESHADOWSAMPLER\n"
1184 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1186 "uniform sampler2D Texture_ShadowMap2D;\n"
1190 "#ifdef USESHADOWMAPVSDCT\n"
1191 "uniform samplerCube Texture_CubeProjection;\n"
1194 "#if defined(USESHADOWMAP2D)\n"
1195 "uniform vec2 ShadowMap_TextureScale;\n"
1196 "uniform vec4 ShadowMap_Parameters;\n"
1199 "#if defined(USESHADOWMAP2D)\n"
1200 "# ifdef USESHADOWMAPORTHO\n"
1201 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1203 "# ifdef USESHADOWMAPVSDCT\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1208 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1209 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1212 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1214 " vec3 adir = abs(dir);\n"
1215 " float ma = adir.z;\n"
1216 " vec4 proj = vec4(dir, 2.5);\n"
1217 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1218 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1219 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1220 " 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"
1224 "#endif // defined(USESHADOWMAP2D)\n"
1226 "# ifdef USESHADOWMAP2D\n"
1227 "float ShadowMapCompare(vec3 dir)\n"
1229 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1232 "# ifdef USESHADOWSAMPLER\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1235 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1236 " 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"
1238 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1241 "# ifdef USESHADOWMAPPCF\n"
1242 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1243 "# ifdef GL_ARB_texture_gather\n"
1244 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1246 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1248 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1251 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1252 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1253 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1254 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1255 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1256 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1257 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1258 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1259 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1260 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1261 " locols.yz += group2.ab;\n"
1262 " hicols.yz += group8.rg;\n"
1263 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1264 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1265 " mix(locols, hicols, offset.y);\n"
1266 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1267 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1268 " f = dot(cols, vec4(1.0/25.0));\n"
1270 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1271 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1272 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1273 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1274 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1275 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1276 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1279 "# ifdef GL_EXT_gpu_shader4\n"
1280 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1282 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1284 "# if USESHADOWMAPPCF > 1\n"
1285 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1286 " center *= ShadowMap_TextureScale;\n"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " 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"
1291 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1292 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1294 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1295 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1296 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1297 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1298 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1299 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1303 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1306 "# ifdef USESHADOWMAPORTHO\n"
1307 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1313 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1314 "#endif // FRAGMENT_SHADER\n"
1319 "#ifdef MODE_DEFERREDGEOMETRY\n"
1320 "#ifdef VERTEX_SHADER\n"
1321 "uniform mat4 TexMatrix;\n"
1322 "#ifdef USEVERTEXTEXTUREBLEND\n"
1323 "uniform mat4 BackgroundTexMatrix;\n"
1325 "uniform mat4 ModelViewMatrix;\n"
1328 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1329 "#ifdef USEVERTEXTEXTUREBLEND\n"
1330 " gl_FrontColor = gl_Color;\n"
1331 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1334 " // transform unnormalized eye direction into tangent space\n"
1335 "#ifdef USEOFFSETMAPPING\n"
1336 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1337 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1338 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1339 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1342 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1343 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1344 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1345 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1347 "#endif // VERTEX_SHADER\n"
1349 "#ifdef FRAGMENT_SHADER\n"
1352 "#ifdef USEOFFSETMAPPING\n"
1353 " // apply offsetmapping\n"
1354 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1355 "#define TexCoord TexCoordOffset\n"
1358 "#ifdef USEALPHAKILL\n"
1359 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1363 "#ifdef USEVERTEXTEXTUREBLEND\n"
1364 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1365 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1366 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1367 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1370 "#ifdef USEVERTEXTEXTUREBLEND\n"
1371 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1372 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1374 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1375 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1378 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1380 "#endif // FRAGMENT_SHADER\n"
1381 "#else // !MODE_DEFERREDGEOMETRY\n"
1386 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 ModelViewMatrix;\n"
1391 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1392 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1394 "#endif // VERTEX_SHADER\n"
1396 "#ifdef FRAGMENT_SHADER\n"
1397 "uniform mat4 ViewToLight;\n"
1398 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1399 "uniform vec2 ScreenToDepth;\n"
1400 "uniform myhalf3 DeferredColor_Ambient;\n"
1401 "uniform myhalf3 DeferredColor_Diffuse;\n"
1402 "#ifdef USESPECULAR\n"
1403 "uniform myhalf3 DeferredColor_Specular;\n"
1404 "uniform myhalf SpecularPower;\n"
1406 "uniform myhalf2 PixelToScreenTexCoord;\n"
1409 " // calculate viewspace pixel position\n"
1410 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1412 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1413 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1414 " // decode viewspace pixel normal\n"
1415 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1416 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1417 " // surfacenormal = pixel normal in viewspace\n"
1418 " // LightVector = pixel to light in viewspace\n"
1419 " // CubeVector = position in lightspace\n"
1420 " // eyevector = pixel to view in viewspace\n"
1421 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1422 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1423 "#ifdef USEDIFFUSE\n"
1424 " // calculate diffuse shading\n"
1425 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1426 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1428 "#ifdef USESPECULAR\n"
1429 " // calculate directional shading\n"
1430 " vec3 eyevector = position * -1.0;\n"
1431 "# ifdef USEEXACTSPECULARMATH\n"
1432 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1434 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1435 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1439 "#if defined(USESHADOWMAP2D)\n"
1440 " fade *= ShadowMapCompare(CubeVector);\n"
1443 "#ifdef USEDIFFUSE\n"
1444 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1446 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1448 "#ifdef USESPECULAR\n"
1449 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1451 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1454 "# ifdef USECUBEFILTER\n"
1455 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1456 " gl_FragData[0].rgb *= cubecolor;\n"
1457 " gl_FragData[1].rgb *= cubecolor;\n"
1460 "#endif // FRAGMENT_SHADER\n"
1461 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1466 "#ifdef VERTEX_SHADER\n"
1467 "uniform mat4 TexMatrix;\n"
1468 "#ifdef USEVERTEXTEXTUREBLEND\n"
1469 "uniform mat4 BackgroundTexMatrix;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform mat4 ModelToLight;\n"
1474 "#ifdef USESHADOWMAPORTHO\n"
1475 "uniform mat4 ShadowMapMatrix;\n"
1479 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1480 " gl_FrontColor = gl_Color;\n"
1482 " // copy the surface texcoord\n"
1483 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1484 "#ifdef USEVERTEXTEXTUREBLEND\n"
1485 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1487 "#ifdef USELIGHTMAP\n"
1488 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1491 "#ifdef MODE_LIGHTSOURCE\n"
1492 " // transform vertex position into light attenuation/cubemap space\n"
1493 " // (-1 to +1 across the light box)\n"
1494 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1496 "# ifdef USEDIFFUSE\n"
1497 " // transform unnormalized light direction into tangent space\n"
1498 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1499 " // normalize it per pixel)\n"
1500 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1501 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1502 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1503 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1507 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1508 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1509 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1510 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1513 " // transform unnormalized eye direction into tangent space\n"
1514 "#ifdef USEEYEVECTOR\n"
1515 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1516 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1517 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1518 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1522 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1523 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1526 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1527 " VectorS = gl_MultiTexCoord1.xyz;\n"
1528 " VectorT = gl_MultiTexCoord2.xyz;\n"
1529 " VectorR = gl_MultiTexCoord3.xyz;\n"
1532 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1533 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1535 "#ifdef USESHADOWMAPORTHO\n"
1536 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1539 "#ifdef USEREFLECTION\n"
1540 " ModelViewProjectionPosition = gl_Position;\n"
1543 "#endif // VERTEX_SHADER\n"
1548 "#ifdef FRAGMENT_SHADER\n"
1549 "#ifdef USEDEFERREDLIGHTMAP\n"
1550 "uniform myhalf2 PixelToScreenTexCoord;\n"
1551 "uniform myhalf3 DeferredMod_Diffuse;\n"
1552 "uniform myhalf3 DeferredMod_Specular;\n"
1554 "uniform myhalf3 Color_Ambient;\n"
1555 "uniform myhalf3 Color_Diffuse;\n"
1556 "uniform myhalf3 Color_Specular;\n"
1557 "uniform myhalf SpecularPower;\n"
1559 "uniform myhalf3 Color_Glow;\n"
1561 "uniform myhalf Alpha;\n"
1562 "#ifdef USEREFLECTION\n"
1563 "uniform vec4 DistortScaleRefractReflect;\n"
1564 "uniform vec4 ScreenScaleRefractReflect;\n"
1565 "uniform vec4 ScreenCenterRefractReflect;\n"
1566 "uniform myhalf4 ReflectColor;\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 "uniform mat4 ModelToReflectCube;\n"
1570 "uniform sampler2D Texture_ReflectMask;\n"
1571 "uniform samplerCube Texture_ReflectCube;\n"
1573 "#ifdef MODE_LIGHTDIRECTION\n"
1574 "uniform myhalf3 LightColor;\n"
1576 "#ifdef MODE_LIGHTSOURCE\n"
1577 "uniform myhalf3 LightColor;\n"
1581 "#ifdef USEOFFSETMAPPING\n"
1582 " // apply offsetmapping\n"
1583 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1584 "#define TexCoord TexCoordOffset\n"
1587 " // combine the diffuse textures (base, pants, shirt)\n"
1588 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1589 "#ifdef USEALPHAKILL\n"
1590 " if (color.a < 0.5)\n"
1593 " color.a *= Alpha;\n"
1594 "#ifdef USECOLORMAPPING\n"
1595 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1597 "#ifdef USEVERTEXTEXTUREBLEND\n"
1598 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1599 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1600 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1601 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1603 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1606 " // get the surface normal\n"
1607 "#ifdef USEVERTEXTEXTUREBLEND\n"
1608 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1610 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1613 " // get the material colors\n"
1614 " myhalf3 diffusetex = color.rgb;\n"
1615 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1616 "# ifdef USEVERTEXTEXTUREBLEND\n"
1617 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1619 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1623 "#ifdef USEREFLECTCUBE\n"
1624 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1625 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1626 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1627 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1633 "#ifdef MODE_LIGHTSOURCE\n"
1634 " // light source\n"
1635 "#ifdef USEDIFFUSE\n"
1636 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1637 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1638 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1639 "#ifdef USESPECULAR\n"
1640 "#ifdef USEEXACTSPECULARMATH\n"
1641 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1643 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1644 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1646 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1649 " color.rgb = diffusetex * Color_Ambient;\n"
1651 " color.rgb *= LightColor;\n"
1652 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1653 "#if defined(USESHADOWMAP2D)\n"
1654 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1656 "# ifdef USECUBEFILTER\n"
1657 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1659 "#endif // MODE_LIGHTSOURCE\n"
1664 "#ifdef MODE_LIGHTDIRECTION\n"
1666 "#ifdef USEDIFFUSE\n"
1667 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1669 "#define lightcolor LightColor\n"
1670 "#endif // MODE_LIGHTDIRECTION\n"
1671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1673 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1674 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1675 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1676 " // convert modelspace light vector to tangentspace\n"
1677 " myhalf3 lightnormal;\n"
1678 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1679 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1680 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1681 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1682 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1683 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1684 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1685 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1686 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1687 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1688 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1689 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1690 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1691 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1692 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1693 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1695 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1696 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1697 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1703 "#ifdef MODE_FAKELIGHT\n"
1705 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1706 "myhalf3 lightcolor = myhalf3(1.0);\n"
1707 "#endif // MODE_FAKELIGHT\n"
1712 "#ifdef MODE_LIGHTMAP\n"
1713 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1714 "#endif // MODE_LIGHTMAP\n"
1715 "#ifdef MODE_VERTEXCOLOR\n"
1716 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1717 "#endif // MODE_VERTEXCOLOR\n"
1718 "#ifdef MODE_FLATCOLOR\n"
1719 " color.rgb = diffusetex * Color_Ambient;\n"
1720 "#endif // MODE_FLATCOLOR\n"
1726 "# ifdef USEDIFFUSE\n"
1727 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1728 "# ifdef USESPECULAR\n"
1729 "# ifdef USEEXACTSPECULARMATH\n"
1730 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1732 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1733 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1735 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1737 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1740 " color.rgb = diffusetex * Color_Ambient;\n"
1744 "#ifdef USESHADOWMAPORTHO\n"
1745 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1748 "#ifdef USEDEFERREDLIGHTMAP\n"
1749 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1750 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1751 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1755 "#ifdef USEVERTEXTEXTUREBLEND\n"
1756 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1758 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1763 " color.rgb = FogVertex(color.rgb);\n"
1766 " // 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"
1767 "#ifdef USEREFLECTION\n"
1768 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1769 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1770 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1771 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1772 " // FIXME temporary hack to detect the case that the reflection\n"
1773 " // gets blackened at edges due to leaving the area that contains actual\n"
1775 " // Remove this 'ack once we have a better way to stop this thing from\n"
1777 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1779 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1780 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1781 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1782 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1785 " gl_FragColor = vec4(color);\n"
1787 "#endif // FRAGMENT_SHADER\n"
1789 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1790 "#endif // !MODE_DEFERREDGEOMETRY\n"
1791 "#endif // !MODE_WATER\n"
1792 "#endif // !MODE_REFRACTION\n"
1793 "#endif // !MODE_BLOOMBLUR\n"
1794 "#endif // !MODE_GENERIC\n"
1795 "#endif // !MODE_POSTPROCESS\n"
1796 "#endif // !MODE_SHOWDEPTH\n"
1797 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1801 =========================================================================================================================================================
1805 =========================================================================================================================================================
1809 =========================================================================================================================================================
1813 =========================================================================================================================================================
1817 =========================================================================================================================================================
1821 =========================================================================================================================================================
1825 =========================================================================================================================================================
1828 const char *builtincgshaderstring =
1829 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1830 "// written by Forest 'LordHavoc' Hale\n"
1831 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1833 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1834 "#if defined(USEREFLECTION)\n"
1835 "#undef USESHADOWMAPORTHO\n"
1838 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1841 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1842 "#define USELIGHTMAP\n"
1844 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1845 "#define USEEYEVECTOR\n"
1848 "#ifdef FRAGMENT_SHADER\n"
1850 "//#undef USESHADOWMAPPCF\n"
1851 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1852 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1854 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1858 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1859 "#ifdef VERTEX_SHADER\n"
1862 "float4 gl_Vertex : POSITION,\n"
1863 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1864 "out float4 gl_Position : POSITION,\n"
1865 "out float Depth : TEXCOORD0\n"
1868 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1869 " Depth = gl_Position.z;\n"
1873 "#ifdef FRAGMENT_SHADER\n"
1876 "float Depth : TEXCOORD0,\n"
1877 "out float4 gl_FragColor : COLOR\n"
1880 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1881 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1882 " temp.yz -= floor(temp.yz);\n"
1883 " gl_FragColor = temp;\n"
1884 "// gl_FragColor = float4(Depth,0,0,0);\n"
1887 "#else // !MODE_DEPTH_ORSHADOW\n"
1892 "#ifdef MODE_SHOWDEPTH\n"
1893 "#ifdef VERTEX_SHADER\n"
1896 "float4 gl_Vertex : POSITION,\n"
1897 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1898 "out float4 gl_Position : POSITION,\n"
1899 "out float4 gl_FrontColor : COLOR0\n"
1902 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1903 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1910 "float4 gl_FrontColor : COLOR0,\n"
1911 "out float4 gl_FragColor : COLOR\n"
1914 " gl_FragColor = gl_FrontColor;\n"
1917 "#else // !MODE_SHOWDEPTH\n"
1922 "#ifdef MODE_POSTPROCESS\n"
1924 "#ifdef VERTEX_SHADER\n"
1927 "float4 gl_Vertex : POSITION,\n"
1928 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1929 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1930 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1931 "out float4 gl_Position : POSITION,\n"
1932 "out float2 TexCoord1 : TEXCOORD0,\n"
1933 "out float2 TexCoord2 : TEXCOORD1\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1937 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1939 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1944 "#ifdef FRAGMENT_SHADER\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "uniform sampler Texture_First : register(s0),\n"
1951 "uniform sampler Texture_Second : register(s1),\n"
1953 "#ifdef USEGAMMARAMPS\n"
1954 "uniform sampler Texture_GammaRamps : register(s2),\n"
1956 "#ifdef USESATURATION\n"
1957 "uniform float Saturation : register(c30),\n"
1959 "#ifdef USEVIEWTINT\n"
1960 "uniform float4 ViewTintColor : register(c41),\n"
1962 "uniform float4 UserVec1 : register(c37),\n"
1963 "uniform float4 UserVec2 : register(c38),\n"
1964 "uniform float4 UserVec3 : register(c39),\n"
1965 "uniform float4 UserVec4 : register(c40),\n"
1966 "uniform float ClientTime : register(c2),\n"
1967 "uniform float2 PixelSize : register(c25),\n"
1968 "uniform float4 BloomColorSubtract : register(c43),\n"
1969 "out float4 gl_FragColor : COLOR\n"
1972 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1974 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1976 "#ifdef USEVIEWTINT\n"
1977 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1980 "#ifdef USEPOSTPROCESSING\n"
1981 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1982 "// 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"
1983 " float sobel = 1.0;\n"
1984 " // float2 ts = textureSize(Texture_First, 0);\n"
1985 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1986 " float2 px = PixelSize;\n"
1987 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1988 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1989 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1990 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1991 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1992 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1993 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1994 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1995 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1996 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1997 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1998 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1999 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2000 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2001 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2002 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2003 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2004 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2005 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2006 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2007 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2008 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2009 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2010 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2011 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2015 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2016 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2017 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2018 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2021 "#ifdef USESATURATION\n"
2022 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2023 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2024 " // 'vampire sight' effect, wheres red is compensated\n"
2025 " #ifdef SATURATION_REDCOMPENSATE\n"
2026 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2027 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2028 " gl_FragColor.r += r;\n"
2030 " // normal desaturation\n"
2031 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2032 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2036 "#ifdef USEGAMMARAMPS\n"
2037 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2038 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2039 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2043 "#else // !MODE_POSTPROCESS\n"
2048 "#ifdef MODE_GENERIC\n"
2049 "#ifdef VERTEX_SHADER\n"
2052 "float4 gl_Vertex : POSITION,\n"
2053 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2054 "float4 gl_Color : COLOR0,\n"
2055 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2056 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2057 "out float4 gl_Position : POSITION,\n"
2058 "#ifdef USEDIFFUSE\n"
2059 "out float2 TexCoord1 : TEXCOORD0,\n"
2061 "#ifdef USESPECULAR\n"
2062 "out float2 TexCoord2 : TEXCOORD1,\n"
2064 "out float4 gl_FrontColor : COLOR\n"
2068 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2070 " gl_FrontColor = gl_Color; // Cg is forward\n"
2072 "#ifdef USEDIFFUSE\n"
2073 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2075 "#ifdef USESPECULAR\n"
2076 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2078 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2082 "#ifdef FRAGMENT_SHADER\n"
2086 "float4 gl_FrontColor : COLOR0,\n"
2087 "float2 TexCoord1 : TEXCOORD0,\n"
2088 "float2 TexCoord2 : TEXCOORD1,\n"
2089 "#ifdef USEDIFFUSE\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2092 "#ifdef USESPECULAR\n"
2093 "uniform sampler Texture_Second : register(s1),\n"
2095 "out float4 gl_FragColor : COLOR\n"
2098 "#ifdef USEVIEWTINT\n"
2099 " gl_FragColor = gl_FrontColor;\n"
2101 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2103 "#ifdef USEDIFFUSE\n"
2104 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2107 "#ifdef USESPECULAR\n"
2108 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2109 "# ifdef USECOLORMAPPING\n"
2110 " gl_FragColor *= tex2;\n"
2113 " gl_FragColor += tex2;\n"
2115 "# ifdef USEVERTEXTEXTUREBLEND\n"
2116 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2121 "#else // !MODE_GENERIC\n"
2126 "#ifdef MODE_BLOOMBLUR\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "out float4 gl_Position : POSITION,\n"
2134 "out float2 TexCoord : TEXCOORD0\n"
2137 " TexCoord = gl_MultiTexCoord0.xy;\n"
2138 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "#ifdef FRAGMENT_SHADER\n"
2146 "float2 TexCoord : TEXCOORD0,\n"
2147 "uniform sampler Texture_First : register(s0),\n"
2148 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2149 "out float4 gl_FragColor : COLOR\n"
2153 " float2 tc = TexCoord;\n"
2154 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2155 " tc += BloomBlur_Parameters.xy;\n"
2156 " for (i = 1;i < SAMPLES;i++)\n"
2158 " color += tex2D(Texture_First, tc).rgb;\n"
2159 " tc += BloomBlur_Parameters.xy;\n"
2161 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2164 "#else // !MODE_BLOOMBLUR\n"
2165 "#ifdef MODE_REFRACTION\n"
2166 "#ifdef VERTEX_SHADER\n"
2169 "float4 gl_Vertex : POSITION,\n"
2170 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2171 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2172 "uniform float4x4 TexMatrix : register(c0),\n"
2173 "uniform float3 EyePosition : register(c24),\n"
2174 "out float4 gl_Position : POSITION,\n"
2175 "out float2 TexCoord : TEXCOORD0,\n"
2176 "out float3 EyeVector : TEXCOORD1,\n"
2177 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2180 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2181 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2182 " ModelViewProjectionPosition = gl_Position;\n"
2186 "#ifdef FRAGMENT_SHADER\n"
2189 "float2 TexCoord : TEXCOORD0,\n"
2190 "float3 EyeVector : TEXCOORD1,\n"
2191 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2192 "uniform sampler Texture_Normal : register(s0),\n"
2193 "uniform sampler Texture_Refraction : register(s3),\n"
2194 "uniform sampler Texture_Reflection : register(s7),\n"
2195 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2196 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2197 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2198 "uniform float4 RefractColor : register(c29),\n"
2199 "out float4 gl_FragColor : COLOR\n"
2202 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2203 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2204 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2205 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2206 " // FIXME temporary hack to detect the case that the reflection\n"
2207 " // gets blackened at edges due to leaving the area that contains actual\n"
2209 " // Remove this 'ack once we have a better way to stop this thing from\n"
2211 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2215 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2216 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2219 "#else // !MODE_REFRACTION\n"
2224 "#ifdef MODE_WATER\n"
2225 "#ifdef VERTEX_SHADER\n"
2229 "float4 gl_Vertex : POSITION,\n"
2230 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2231 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2232 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2233 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2234 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2235 "uniform float4x4 TexMatrix : register(c0),\n"
2236 "uniform float3 EyePosition : register(c24),\n"
2237 "out float4 gl_Position : POSITION,\n"
2238 "out float2 TexCoord : TEXCOORD0,\n"
2239 "out float3 EyeVector : TEXCOORD1,\n"
2240 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2243 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2244 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2245 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2246 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2247 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2248 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2249 " ModelViewProjectionPosition = gl_Position;\n"
2253 "#ifdef FRAGMENT_SHADER\n"
2256 "float2 TexCoord : TEXCOORD0,\n"
2257 "float3 EyeVector : TEXCOORD1,\n"
2258 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2259 "uniform sampler Texture_Normal : register(s0),\n"
2260 "uniform sampler Texture_Refraction : register(s3),\n"
2261 "uniform sampler Texture_Reflection : register(s7),\n"
2262 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2263 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2264 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2265 "uniform float4 RefractColor : register(c29),\n"
2266 "uniform float4 ReflectColor : register(c26),\n"
2267 "uniform float ReflectFactor : register(c27),\n"
2268 "uniform float ReflectOffset : register(c28),\n"
2269 "out float4 gl_FragColor : COLOR\n"
2272 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2273 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2274 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2275 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2276 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2277 " // FIXME temporary hack to detect the case that the reflection\n"
2278 " // gets blackened at edges due to leaving the area that contains actual\n"
2280 " // Remove this 'ack once we have a better way to stop this thing from\n"
2282 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2284 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2285 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2286 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2287 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2290 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2291 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2292 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2293 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2296 "#else // !MODE_WATER\n"
2301 "// 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"
2303 "// fragment shader specific:\n"
2304 "#ifdef FRAGMENT_SHADER\n"
2307 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2310 "#ifdef USEFOGHEIGHTTEXTURE\n"
2311 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2312 " fogfrac = fogheightpixel.a;\n"
2313 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2315 "# ifdef USEFOGOUTSIDE\n"
2316 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2318 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2320 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2325 "#ifdef USEOFFSETMAPPING\n"
2326 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2328 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2329 " // 14 sample relief mapping: linear search and then binary search\n"
2330 " // this basically steps forward a small amount repeatedly until it finds\n"
2331 " // itself inside solid, then jitters forward and back using decreasing\n"
2332 " // amounts to find the impact\n"
2333 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2334 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2335 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2336 " float3 RT = float3(TexCoord, 1);\n"
2337 " OffsetVector *= 0.1;\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2350 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2351 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2354 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2355 " // this basically moves forward the full distance, and then backs up based\n"
2356 " // on height of samples\n"
2357 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2358 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2359 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2360 " TexCoord += OffsetVector;\n"
2361 " OffsetVector *= 0.333;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2364 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2365 " return TexCoord;\n"
2368 "#endif // USEOFFSETMAPPING\n"
2370 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2371 "#if defined(USESHADOWMAP2D)\n"
2372 "# ifdef USESHADOWMAPORTHO\n"
2373 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2375 "# ifdef USESHADOWMAPVSDCT\n"
2376 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2378 " float3 adir = abs(dir);\n"
2379 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2380 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2381 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2384 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2386 " float3 adir = abs(dir);\n"
2387 " float ma = adir.z;\n"
2388 " float4 proj = float4(dir, 2.5);\n"
2389 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2390 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2392 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2394 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2395 " 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"
2400 "#endif // defined(USESHADOWMAP2D)\n"
2402 "# ifdef USESHADOWMAP2D\n"
2403 "#ifdef USESHADOWMAPVSDCT\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2406 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2409 "#ifdef USESHADOWMAPVSDCT\n"
2410 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2412 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2416 "# ifdef USESHADOWSAMPLER\n"
2417 "# ifdef USESHADOWMAPPCF\n"
2418 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2419 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2420 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2422 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2425 "# ifdef USESHADOWMAPPCF\n"
2426 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2427 "# ifdef GL_ARB_texture_gather\n"
2428 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2430 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2432 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2433 "# if USESHADOWMAPPCF > 1\n"
2434 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2435 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2436 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2437 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2438 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2439 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2440 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2441 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2442 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2443 " float4 locols = float4(group1.ab, group3.ab);\n"
2444 " float4 hicols = float4(group7.rg, group9.rg);\n"
2445 " locols.yz += group2.ab;\n"
2446 " hicols.yz += group8.rg;\n"
2447 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2448 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2449 " lerp(locols, hicols, offset.y);\n"
2450 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2451 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2452 " f = dot(cols, float4(1.0/25.0));\n"
2454 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2455 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2456 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2457 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2458 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2459 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2460 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2463 "# ifdef GL_EXT_gpu_shader4\n"
2464 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2466 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2468 "# if USESHADOWMAPPCF > 1\n"
2469 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2470 " center *= ShadowMap_TextureScale;\n"
2471 " 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"
2472 " 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"
2473 " 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"
2474 " 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"
2475 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2476 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2478 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2479 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2480 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2481 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2482 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2483 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2487 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2490 "# ifdef USESHADOWMAPORTHO\n"
2491 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2497 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2498 "#endif // FRAGMENT_SHADER\n"
2503 "#ifdef MODE_DEFERREDGEOMETRY\n"
2504 "#ifdef VERTEX_SHADER\n"
2507 "float4 gl_Vertex : POSITION,\n"
2508 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2509 "#ifdef USEVERTEXTEXTUREBLEND\n"
2510 "float4 gl_Color : COLOR0,\n"
2512 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2513 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2514 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2515 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2516 "uniform float4x4 TexMatrix : register(c0),\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2520 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2521 "#ifdef USEOFFSETMAPPING\n"
2522 "uniform float3 EyePosition : register(c24),\n"
2524 "out float4 gl_Position : POSITION,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "out float4 gl_FrontColor : COLOR,\n"
2528 "out float4 TexCoordBoth : TEXCOORD0,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "out float3 EyeVector : TEXCOORD2,\n"
2532 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2533 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2534 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2537 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2538 "#ifdef USEVERTEXTEXTUREBLEND\n"
2540 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2542 " gl_FrontColor = gl_Color; // Cg is forward\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 " VectorR.w = gl_Position.z;\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2571 "uniform sampler Texture_Normal : register(s0),\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler Texture_Color : register(s1),\n"
2575 "uniform sampler Texture_Gloss : register(s2),\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2578 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale : register(c24),\n"
2583 "uniform half SpecularPower : register(c36),\n"
2585 "out float4 gl_FragData0 : COLOR0,\n"
2586 "out float4 gl_FragData1 : COLOR1\n"
2588 "out float4 gl_FragColor : COLOR\n"
2592 " float2 TexCoord = TexCoordBoth.xy;\n"
2593 "#ifdef USEOFFSETMAPPING\n"
2594 " // apply offsetmapping\n"
2595 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2596 "#define TexCoord TexCoordOffset\n"
2599 "#ifdef USEALPHAKILL\n"
2600 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2604 "#ifdef USEVERTEXTEXTUREBLEND\n"
2605 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2606 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2607 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2608 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2611 "#ifdef USEVERTEXTEXTUREBLEND\n"
2612 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2613 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2615 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2616 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2620 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2621 " float Depth = VectorR.w / 256.0;\n"
2622 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2623 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2624 " depthcolor.yz -= floor(depthcolor.yz);\n"
2625 " gl_FragData1 = depthcolor;\n"
2627 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2630 "#endif // FRAGMENT_SHADER\n"
2631 "#else // !MODE_DEFERREDGEOMETRY\n"
2636 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2637 "#ifdef VERTEX_SHADER\n"
2640 "float4 gl_Vertex : POSITION,\n"
2641 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2642 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2643 "out float4 gl_Position : POSITION,\n"
2644 "out float4 ModelViewPosition : TEXCOORD0\n"
2647 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2648 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2650 "#endif // VERTEX_SHADER\n"
2652 "#ifdef FRAGMENT_SHADER\n"
2656 "float2 Pixel : VPOS,\n"
2658 "float2 Pixel : WPOS,\n"
2660 "float4 ModelViewPosition : TEXCOORD0,\n"
2661 "uniform float4x4 ViewToLight : register(c44),\n"
2662 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2663 "uniform float3 LightPosition : register(c23),\n"
2664 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2665 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2666 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2667 "#ifdef USESPECULAR\n"
2668 "uniform half3 DeferredColor_Specular : register(c11),\n"
2669 "uniform half SpecularPower : register(c36),\n"
2671 "uniform sampler Texture_Attenuation : register(s9),\n"
2672 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2673 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2675 "#ifdef USECUBEFILTER\n"
2676 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2679 "#ifdef USESHADOWMAP2D\n"
2680 "# ifdef USESHADOWSAMPLER\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2683 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2687 "#ifdef USESHADOWMAPVSDCT\n"
2688 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2691 "#if defined(USESHADOWMAP2D)\n"
2692 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2693 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2696 "out float4 gl_FragData0 : COLOR0,\n"
2697 "out float4 gl_FragData1 : COLOR1\n"
2700 " // calculate viewspace pixel position\n"
2701 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2702 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2703 " float3 position;\n"
2705 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2707 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2709 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2710 " // decode viewspace pixel normal\n"
2711 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2712 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2713 " // surfacenormal = pixel normal in viewspace\n"
2714 " // LightVector = pixel to light in viewspace\n"
2715 " // CubeVector = position in lightspace\n"
2716 " // eyevector = pixel to view in viewspace\n"
2717 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2718 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2719 "#ifdef USEDIFFUSE\n"
2720 " // calculate diffuse shading\n"
2721 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2722 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2724 "#ifdef USESPECULAR\n"
2725 " // calculate directional shading\n"
2726 " float3 eyevector = position * -1.0;\n"
2727 "# ifdef USEEXACTSPECULARMATH\n"
2728 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2730 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2731 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2735 "#if defined(USESHADOWMAP2D)\n"
2736 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2737 "#ifdef USESHADOWMAPVSDCT\n"
2738 ", Texture_CubeProjection\n"
2743 "#ifdef USEDIFFUSE\n"
2744 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2746 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2748 "#ifdef USESPECULAR\n"
2749 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2751 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2754 "# ifdef USECUBEFILTER\n"
2755 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2756 " gl_FragData0.rgb *= cubecolor;\n"
2757 " gl_FragData1.rgb *= cubecolor;\n"
2760 "#endif // FRAGMENT_SHADER\n"
2761 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "#ifdef VERTEX_SHADER\n"
2769 "float4 gl_Vertex : POSITION,\n"
2770 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2771 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2772 "float4 gl_Color : COLOR0,\n"
2774 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2775 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2776 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2777 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2778 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2780 "uniform float3 EyePosition : register(c24),\n"
2781 "uniform float4x4 TexMatrix : register(c0),\n"
2782 "#ifdef USEVERTEXTEXTUREBLEND\n"
2783 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2785 "#ifdef MODE_LIGHTSOURCE\n"
2786 "uniform float4x4 ModelToLight : register(c20),\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float3 LightPosition : register(c27),\n"
2791 "#ifdef MODE_LIGHTDIRECTION\n"
2792 "uniform float3 LightDir : register(c26),\n"
2794 "uniform float4 FogPlane : register(c25),\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "uniform float3 LightPosition : register(c27),\n"
2798 "#ifdef USESHADOWMAPORTHO\n"
2799 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2801 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2802 "out float4 gl_FrontColor : COLOR,\n"
2804 "out float4 TexCoordBoth : TEXCOORD0,\n"
2805 "#ifdef USELIGHTMAP\n"
2806 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2808 "#ifdef USEEYEVECTOR\n"
2809 "out float3 EyeVector : TEXCOORD2,\n"
2811 "#ifdef USEREFLECTION\n"
2812 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2817 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2818 "out float3 LightVector : TEXCOORD1,\n"
2820 "#ifdef MODE_LIGHTSOURCE\n"
2821 "out float3 CubeVector : TEXCOORD3,\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2824 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2825 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2826 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2828 "#ifdef USESHADOWMAPORTHO\n"
2829 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2831 "out float4 gl_Position : POSITION\n"
2834 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2836 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2838 " gl_FrontColor = gl_Color; // Cg is forward\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2912 "float2 Pixel : VPOS,\n"
2914 "float2 Pixel : WPOS,\n"
2917 "float4 gl_FrontColor : COLOR,\n"
2918 "float4 TexCoordBoth : TEXCOORD0,\n"
2919 "#ifdef USELIGHTMAP\n"
2920 "float2 TexCoordLightmap : TEXCOORD1,\n"
2922 "#ifdef USEEYEVECTOR\n"
2923 "float3 EyeVector : TEXCOORD2,\n"
2925 "#ifdef USEREFLECTION\n"
2926 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2929 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2931 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2932 "float3 LightVector : TEXCOORD1,\n"
2934 "#ifdef MODE_LIGHTSOURCE\n"
2935 "float3 CubeVector : TEXCOORD3,\n"
2937 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2938 "float4 ModelViewPosition : TEXCOORD0,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2949 "uniform sampler Texture_Normal : register(s0),\n"
2950 "uniform sampler Texture_Color : register(s1),\n"
2951 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2952 "uniform sampler Texture_Gloss : register(s2),\n"
2955 "uniform sampler Texture_Glow : register(s3),\n"
2957 "#ifdef USEVERTEXTEXTUREBLEND\n"
2958 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2959 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2960 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2961 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2964 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2967 "#ifdef USECOLORMAPPING\n"
2968 "uniform sampler Texture_Pants : register(s4),\n"
2969 "uniform sampler Texture_Shirt : register(s7),\n"
2972 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2973 "uniform sampler Texture_FogMask : register(s8),\n"
2975 "#ifdef USELIGHTMAP\n"
2976 "uniform sampler Texture_Lightmap : register(s9),\n"
2978 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2979 "uniform sampler Texture_Deluxemap : register(s10),\n"
2981 "#ifdef USEREFLECTION\n"
2982 "uniform sampler Texture_Reflection : register(s7),\n"
2985 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2986 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2987 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2989 "#ifdef USEDEFERREDLIGHTMAP\n"
2990 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2991 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2992 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2993 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2996 "#ifdef USECOLORMAPPING\n"
2997 "uniform half3 Color_Pants : register(c7),\n"
2998 "uniform half3 Color_Shirt : register(c8),\n"
3001 "uniform float3 FogColor : register(c16),\n"
3002 "uniform float FogRangeRecip : register(c20),\n"
3003 "uniform float FogPlaneViewDist : register(c19),\n"
3004 "uniform float FogHeightFade : register(c17),\n"
3007 "#ifdef USEOFFSETMAPPING\n"
3008 "uniform float OffsetMapping_Scale : register(c24),\n"
3011 "#ifdef USEDEFERREDLIGHTMAP\n"
3012 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3013 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3014 "uniform half3 DeferredMod_Specular : register(c13),\n"
3016 "uniform half3 Color_Ambient : register(c3),\n"
3017 "uniform half3 Color_Diffuse : register(c4),\n"
3018 "uniform half3 Color_Specular : register(c5),\n"
3019 "uniform half SpecularPower : register(c36),\n"
3021 "uniform half3 Color_Glow : register(c6),\n"
3023 "uniform half Alpha : register(c0),\n"
3024 "#ifdef USEREFLECTION\n"
3025 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3026 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3027 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3028 "uniform half4 ReflectColor : register(c26),\n"
3030 "#ifdef USEREFLECTCUBE\n"
3031 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3032 "uniform sampler Texture_ReflectMask : register(s5),\n"
3033 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3035 "#ifdef MODE_LIGHTDIRECTION\n"
3036 "uniform half3 LightColor : register(c21),\n"
3038 "#ifdef MODE_LIGHTSOURCE\n"
3039 "uniform half3 LightColor : register(c21),\n"
3042 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3043 "uniform sampler Texture_Attenuation : register(s9),\n"
3044 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3047 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3053 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3061 "#if defined(USESHADOWMAP2D)\n"
3062 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3063 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3065 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3067 "out float4 gl_FragColor : COLOR\n"
3070 " float2 TexCoord = TexCoordBoth.xy;\n"
3071 "#ifdef USEVERTEXTEXTUREBLEND\n"
3072 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3074 "#ifdef USEOFFSETMAPPING\n"
3075 " // apply offsetmapping\n"
3076 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3077 "#define TexCoord TexCoordOffset\n"
3080 " // combine the diffuse textures (base, pants, shirt)\n"
3081 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3082 "#ifdef USEALPHAKILL\n"
3083 " if (color.a < 0.5)\n"
3086 " color.a *= Alpha;\n"
3087 "#ifdef USECOLORMAPPING\n"
3088 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3090 "#ifdef USEVERTEXTEXTUREBLEND\n"
3091 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3092 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3093 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3094 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3096 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3099 " // get the surface normal\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3103 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3106 " // get the material colors\n"
3107 " half3 diffusetex = color.rgb;\n"
3108 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3109 "# ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3112 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3116 "#ifdef USEREFLECTCUBE\n"
3117 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3118 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3119 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3120 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3126 "#ifdef MODE_LIGHTSOURCE\n"
3127 " // light source\n"
3128 "#ifdef USEDIFFUSE\n"
3129 " half3 lightnormal = half3(normalize(LightVector));\n"
3130 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3131 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3132 "#ifdef USESPECULAR\n"
3133 "#ifdef USEEXACTSPECULARMATH\n"
3134 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3136 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3137 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3139 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3142 " color.rgb = diffusetex * Color_Ambient;\n"
3144 " color.rgb *= LightColor;\n"
3145 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3146 "#if defined(USESHADOWMAP2D)\n"
3147 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3148 "#ifdef USESHADOWMAPVSDCT\n"
3149 ", Texture_CubeProjection\n"
3154 "# ifdef USECUBEFILTER\n"
3155 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3158 "#ifdef USESHADOWMAP2D\n"
3159 "#ifdef USESHADOWMAPVSDCT\n"
3160 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3162 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3164 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3165 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3166 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3167 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3168 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3169 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3170 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3171 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3172 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "// color.r = half(shadowmaptc.z);\n"
3174 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3175 "// color.r = half(shadowmaptc.z);\n"
3177 "// color.rgb = abs(CubeVector);\n"
3179 "// color.rgb = half3(1,1,1);\n"
3180 "#endif // MODE_LIGHTSOURCE\n"
3185 "#ifdef MODE_LIGHTDIRECTION\n"
3187 "#ifdef USEDIFFUSE\n"
3188 " half3 lightnormal = half3(normalize(LightVector));\n"
3190 "#define lightcolor LightColor\n"
3191 "#endif // MODE_LIGHTDIRECTION\n"
3192 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3194 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3195 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3196 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3197 " // convert modelspace light vector to tangentspace\n"
3198 " half3 lightnormal;\n"
3199 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3200 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3201 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3202 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3203 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3204 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3205 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3206 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3207 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3208 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3209 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3210 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3211 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3212 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3213 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3215 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3216 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3217 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3223 "#ifdef MODE_FAKELIGHT\n"
3225 "half3 lightnormal = half3(normalize(EyeVector));\n"
3226 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3227 "#endif // MODE_FAKELIGHT\n"
3232 "#ifdef MODE_LIGHTMAP\n"
3233 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3234 "#endif // MODE_LIGHTMAP\n"
3235 "#ifdef MODE_VERTEXCOLOR\n"
3236 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3237 "#endif // MODE_VERTEXCOLOR\n"
3238 "#ifdef MODE_FLATCOLOR\n"
3239 " color.rgb = diffusetex * Color_Ambient;\n"
3240 "#endif // MODE_FLATCOLOR\n"
3246 "# ifdef USEDIFFUSE\n"
3247 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3248 "# ifdef USESPECULAR\n"
3249 "# ifdef USEEXACTSPECULARMATH\n"
3250 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3252 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3253 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3255 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3257 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3260 " color.rgb = diffusetex * Color_Ambient;\n"
3264 "#ifdef USESHADOWMAPORTHO\n"
3265 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3268 "#ifdef USEDEFERREDLIGHTMAP\n"
3269 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3270 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3271 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3272 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3273 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3277 "#ifdef USEVERTEXTEXTUREBLEND\n"
3278 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3280 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3285 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3288 " // 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"
3289 "#ifdef USEREFLECTION\n"
3290 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3291 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3292 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3293 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3294 " // FIXME temporary hack to detect the case that the reflection\n"
3295 " // gets blackened at edges due to leaving the area that contains actual\n"
3297 " // Remove this 'ack once we have a better way to stop this thing from\n"
3299 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3301 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3302 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3303 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3304 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3307 " gl_FragColor = float4(color);\n"
3309 "#endif // FRAGMENT_SHADER\n"
3311 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3312 "#endif // !MODE_DEFERREDGEOMETRY\n"
3313 "#endif // !MODE_WATER\n"
3314 "#endif // !MODE_REFRACTION\n"
3315 "#endif // !MODE_BLOOMBLUR\n"
3316 "#endif // !MODE_GENERIC\n"
3317 "#endif // !MODE_POSTPROCESS\n"
3318 "#endif // !MODE_SHOWDEPTH\n"
3319 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3322 char *glslshaderstring = NULL;
3323 char *cgshaderstring = NULL;
3324 char *hlslshaderstring = NULL;
3326 //=======================================================================================================================================================
3328 typedef struct shaderpermutationinfo_s
3330 const char *pretext;
3333 shaderpermutationinfo_t;
3335 typedef struct shadermodeinfo_s
3337 const char *vertexfilename;
3338 const char *geometryfilename;
3339 const char *fragmentfilename;
3340 const char *pretext;
3345 typedef enum shaderpermutation_e
3347 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3348 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3349 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3350 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3351 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3352 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3353 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3354 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3355 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3356 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3357 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3358 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3359 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3360 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3361 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3362 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3363 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3364 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3365 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3366 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3367 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3368 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3369 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3370 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3371 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3372 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3373 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3374 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3375 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3377 shaderpermutation_t;
3379 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3380 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3382 {"#define USEDIFFUSE\n", " diffuse"},
3383 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3384 {"#define USEVIEWTINT\n", " viewtint"},
3385 {"#define USECOLORMAPPING\n", " colormapping"},
3386 {"#define USESATURATION\n", " saturation"},
3387 {"#define USEFOGINSIDE\n", " foginside"},
3388 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3389 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3390 {"#define USEGAMMARAMPS\n", " gammaramps"},
3391 {"#define USECUBEFILTER\n", " cubefilter"},
3392 {"#define USEGLOW\n", " glow"},
3393 {"#define USEBLOOM\n", " bloom"},
3394 {"#define USESPECULAR\n", " specular"},
3395 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3396 {"#define USEREFLECTION\n", " reflection"},
3397 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3398 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3399 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3400 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3401 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3402 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3403 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3404 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3405 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3406 {"#define USEALPHAKILL\n", " alphakill"},
3407 {"#define USEREFLECTCUBE\n", " reflectcube"},
3408 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3411 // this enum selects which of the glslshadermodeinfo entries should be used
3412 typedef enum shadermode_e
3414 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3415 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3416 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3417 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3418 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3419 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3420 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3421 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3422 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3423 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3424 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3425 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3426 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3427 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3428 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3429 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3434 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3435 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3439 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3472 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3473 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3478 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3494 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3495 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3499 struct r_glsl_permutation_s;
3500 typedef struct r_glsl_permutation_s
3502 /// hash lookup data
3503 struct r_glsl_permutation_s *hashnext;
3505 unsigned int permutation;
3507 /// indicates if we have tried compiling this permutation already
3509 /// 0 if compilation failed
3511 /// locations of detected uniforms in program object, or -1 if not found
3512 int loc_Texture_First;
3513 int loc_Texture_Second;
3514 int loc_Texture_GammaRamps;
3515 int loc_Texture_Normal;
3516 int loc_Texture_Color;
3517 int loc_Texture_Gloss;
3518 int loc_Texture_Glow;
3519 int loc_Texture_SecondaryNormal;
3520 int loc_Texture_SecondaryColor;
3521 int loc_Texture_SecondaryGloss;
3522 int loc_Texture_SecondaryGlow;
3523 int loc_Texture_Pants;
3524 int loc_Texture_Shirt;
3525 int loc_Texture_FogHeightTexture;
3526 int loc_Texture_FogMask;
3527 int loc_Texture_Lightmap;
3528 int loc_Texture_Deluxemap;
3529 int loc_Texture_Attenuation;
3530 int loc_Texture_Cube;
3531 int loc_Texture_Refraction;
3532 int loc_Texture_Reflection;
3533 int loc_Texture_ShadowMap2D;
3534 int loc_Texture_CubeProjection;
3535 int loc_Texture_ScreenDepth;
3536 int loc_Texture_ScreenNormalMap;
3537 int loc_Texture_ScreenDiffuse;
3538 int loc_Texture_ScreenSpecular;
3539 int loc_Texture_ReflectMask;
3540 int loc_Texture_ReflectCube;
3542 int loc_BloomBlur_Parameters;
3544 int loc_Color_Ambient;
3545 int loc_Color_Diffuse;
3546 int loc_Color_Specular;
3548 int loc_Color_Pants;
3549 int loc_Color_Shirt;
3550 int loc_DeferredColor_Ambient;
3551 int loc_DeferredColor_Diffuse;
3552 int loc_DeferredColor_Specular;
3553 int loc_DeferredMod_Diffuse;
3554 int loc_DeferredMod_Specular;
3555 int loc_DistortScaleRefractReflect;
3556 int loc_EyePosition;
3558 int loc_FogHeightFade;
3560 int loc_FogPlaneViewDist;
3561 int loc_FogRangeRecip;
3564 int loc_LightPosition;
3565 int loc_OffsetMapping_Scale;
3567 int loc_ReflectColor;
3568 int loc_ReflectFactor;
3569 int loc_ReflectOffset;
3570 int loc_RefractColor;
3572 int loc_ScreenCenterRefractReflect;
3573 int loc_ScreenScaleRefractReflect;
3574 int loc_ScreenToDepth;
3575 int loc_ShadowMap_Parameters;
3576 int loc_ShadowMap_TextureScale;
3577 int loc_SpecularPower;
3582 int loc_ViewTintColor;
3583 int loc_ViewToLight;
3584 int loc_ModelToLight;
3586 int loc_BackgroundTexMatrix;
3587 int loc_ModelViewProjectionMatrix;
3588 int loc_ModelViewMatrix;
3589 int loc_PixelToScreenTexCoord;
3590 int loc_ModelToReflectCube;
3591 int loc_ShadowMapMatrix;
3592 int loc_BloomColorSubtract;
3593 int loc_NormalmapScrollBlend;
3595 r_glsl_permutation_t;
3597 #define SHADERPERMUTATION_HASHSIZE 256
3600 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3601 // these can NOT degrade! only use for simple stuff
3604 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3605 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3608 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3609 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3611 #define SHADERSTATICPARMS_COUNT 6
3613 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3614 static int shaderstaticparms_count = 0;
3616 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3617 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3618 qboolean R_CompileShader_CheckStaticParms(void)
3620 static int r_compileshader_staticparms_save[1];
3621 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3622 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3625 if (r_glsl_saturation_redcompensate.integer)
3626 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3627 if (r_shadow_glossexact.integer)
3628 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3629 if (r_glsl_postprocess.integer)
3631 if (r_glsl_postprocess_uservec1_enable.integer)
3632 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3633 if (r_glsl_postprocess_uservec2_enable.integer)
3634 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3635 if (r_glsl_postprocess_uservec3_enable.integer)
3636 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3637 if (r_glsl_postprocess_uservec4_enable.integer)
3638 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3640 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3643 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3644 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3645 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3647 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3648 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3650 shaderstaticparms_count = 0;
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3657 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3658 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3661 /// information about each possible shader permutation
3662 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3663 /// currently selected permutation
3664 r_glsl_permutation_t *r_glsl_permutation;
3665 /// storage for permutations linked in the hash table
3666 memexpandablearray_t r_glsl_permutationarray;
3668 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3670 //unsigned int hashdepth = 0;
3671 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3672 r_glsl_permutation_t *p;
3673 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3675 if (p->mode == mode && p->permutation == permutation)
3677 //if (hashdepth > 10)
3678 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3683 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3685 p->permutation = permutation;
3686 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3687 r_glsl_permutationhash[mode][hashindex] = p;
3688 //if (hashdepth > 10)
3689 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3693 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3696 if (!filename || !filename[0])
3698 if (!strcmp(filename, "glsl/default.glsl"))
3700 if (!glslshaderstring)
3702 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3703 if (glslshaderstring)
3704 Con_DPrintf("Loading shaders from file %s...\n", filename);
3706 glslshaderstring = (char *)builtinshaderstring;
3708 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3709 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3710 return shaderstring;
3712 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3715 if (printfromdisknotice)
3716 Con_DPrintf("from disk %s... ", filename);
3717 return shaderstring;
3719 return shaderstring;
3722 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3725 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3726 char *vertexstring, *geometrystring, *fragmentstring;
3727 char permutationname[256];
3728 int vertstrings_count = 0;
3729 int geomstrings_count = 0;
3730 int fragstrings_count = 0;
3731 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3732 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3733 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3740 permutationname[0] = 0;
3741 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3742 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3743 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3745 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3747 // the first pretext is which type of shader to compile as
3748 // (later these will all be bound together as a program object)
3749 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3750 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3751 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3753 // the second pretext is the mode (for example a light source)
3754 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3755 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3756 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3757 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3759 // now add all the permutation pretexts
3760 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3762 if (permutation & (1<<i))
3764 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3765 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3766 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3767 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3771 // keep line numbers correct
3772 vertstrings_list[vertstrings_count++] = "\n";
3773 geomstrings_list[geomstrings_count++] = "\n";
3774 fragstrings_list[fragstrings_count++] = "\n";
3779 R_CompileShader_AddStaticParms(mode, permutation);
3780 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781 vertstrings_count += shaderstaticparms_count;
3782 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783 geomstrings_count += shaderstaticparms_count;
3784 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3785 fragstrings_count += shaderstaticparms_count;
3787 // now append the shader text itself
3788 vertstrings_list[vertstrings_count++] = vertexstring;
3789 geomstrings_list[geomstrings_count++] = geometrystring;
3790 fragstrings_list[fragstrings_count++] = fragmentstring;
3792 // if any sources were NULL, clear the respective list
3794 vertstrings_count = 0;
3795 if (!geometrystring)
3796 geomstrings_count = 0;
3797 if (!fragmentstring)
3798 fragstrings_count = 0;
3800 // compile the shader program
3801 if (vertstrings_count + geomstrings_count + fragstrings_count)
3802 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3806 qglUseProgramObjectARB(p->program);CHECKGLERROR
3807 // look up all the uniform variable names we care about, so we don't
3808 // have to look them up every time we set them
3810 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3811 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3812 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3813 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3814 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3815 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3816 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3817 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3818 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3819 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3820 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3821 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3822 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3823 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3824 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3825 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3826 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3827 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3828 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3829 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3830 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3831 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3832 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3833 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3834 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3835 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3836 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3837 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3838 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3839 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3840 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3841 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3842 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3843 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3844 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3845 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3846 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3847 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3848 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3849 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3850 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3851 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3852 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3853 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3854 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3855 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3856 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3857 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3858 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3859 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3860 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3861 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3862 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3863 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3864 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3865 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3866 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3867 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3868 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3869 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3870 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3871 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3872 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3873 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3874 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3875 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3876 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3877 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3878 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3879 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3880 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3881 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3882 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3883 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3884 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3885 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3886 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3887 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3888 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3889 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3890 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3891 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3892 // initialize the samplers to refer to the texture units we use
3893 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3894 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3895 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3896 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3897 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3898 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3899 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3900 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3901 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3902 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3903 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3904 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3905 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3906 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3907 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3908 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3909 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3910 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3911 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3912 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3913 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3914 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3915 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3916 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3917 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3918 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3919 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3920 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3921 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3923 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3926 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3930 Mem_Free(vertexstring);
3932 Mem_Free(geometrystring);
3934 Mem_Free(fragmentstring);
3937 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3939 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3940 if (r_glsl_permutation != perm)
3942 r_glsl_permutation = perm;
3943 if (!r_glsl_permutation->program)
3945 if (!r_glsl_permutation->compiled)
3946 R_GLSL_CompilePermutation(perm, mode, permutation);
3947 if (!r_glsl_permutation->program)
3949 // remove features until we find a valid permutation
3951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3953 // reduce i more quickly whenever it would not remove any bits
3954 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3955 if (!(permutation & j))
3958 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3959 if (!r_glsl_permutation->compiled)
3960 R_GLSL_CompilePermutation(perm, mode, permutation);
3961 if (r_glsl_permutation->program)
3964 if (i >= SHADERPERMUTATION_COUNT)
3966 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3967 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3968 qglUseProgramObjectARB(0);CHECKGLERROR
3969 return; // no bit left to clear, entire mode is broken
3974 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3976 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3977 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3978 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3982 #include <Cg/cgGL.h>
3983 struct r_cg_permutation_s;
3984 typedef struct r_cg_permutation_s
3986 /// hash lookup data
3987 struct r_cg_permutation_s *hashnext;
3989 unsigned int permutation;
3991 /// indicates if we have tried compiling this permutation already
3993 /// 0 if compilation failed
3996 /// locations of detected parameters in programs, or NULL if not found
3997 CGparameter vp_EyePosition;
3998 CGparameter vp_FogPlane;
3999 CGparameter vp_LightDir;
4000 CGparameter vp_LightPosition;
4001 CGparameter vp_ModelToLight;
4002 CGparameter vp_TexMatrix;
4003 CGparameter vp_BackgroundTexMatrix;
4004 CGparameter vp_ModelViewProjectionMatrix;
4005 CGparameter vp_ModelViewMatrix;
4006 CGparameter vp_ShadowMapMatrix;
4008 CGparameter fp_Texture_First;
4009 CGparameter fp_Texture_Second;
4010 CGparameter fp_Texture_GammaRamps;
4011 CGparameter fp_Texture_Normal;
4012 CGparameter fp_Texture_Color;
4013 CGparameter fp_Texture_Gloss;
4014 CGparameter fp_Texture_Glow;
4015 CGparameter fp_Texture_SecondaryNormal;
4016 CGparameter fp_Texture_SecondaryColor;
4017 CGparameter fp_Texture_SecondaryGloss;
4018 CGparameter fp_Texture_SecondaryGlow;
4019 CGparameter fp_Texture_Pants;
4020 CGparameter fp_Texture_Shirt;
4021 CGparameter fp_Texture_FogHeightTexture;
4022 CGparameter fp_Texture_FogMask;
4023 CGparameter fp_Texture_Lightmap;
4024 CGparameter fp_Texture_Deluxemap;
4025 CGparameter fp_Texture_Attenuation;
4026 CGparameter fp_Texture_Cube;
4027 CGparameter fp_Texture_Refraction;
4028 CGparameter fp_Texture_Reflection;
4029 CGparameter fp_Texture_ShadowMap2D;
4030 CGparameter fp_Texture_CubeProjection;
4031 CGparameter fp_Texture_ScreenDepth;
4032 CGparameter fp_Texture_ScreenNormalMap;
4033 CGparameter fp_Texture_ScreenDiffuse;
4034 CGparameter fp_Texture_ScreenSpecular;
4035 CGparameter fp_Texture_ReflectMask;
4036 CGparameter fp_Texture_ReflectCube;
4037 CGparameter fp_Alpha;
4038 CGparameter fp_BloomBlur_Parameters;
4039 CGparameter fp_ClientTime;
4040 CGparameter fp_Color_Ambient;
4041 CGparameter fp_Color_Diffuse;
4042 CGparameter fp_Color_Specular;
4043 CGparameter fp_Color_Glow;
4044 CGparameter fp_Color_Pants;
4045 CGparameter fp_Color_Shirt;
4046 CGparameter fp_DeferredColor_Ambient;
4047 CGparameter fp_DeferredColor_Diffuse;
4048 CGparameter fp_DeferredColor_Specular;
4049 CGparameter fp_DeferredMod_Diffuse;
4050 CGparameter fp_DeferredMod_Specular;
4051 CGparameter fp_DistortScaleRefractReflect;
4052 CGparameter fp_EyePosition;
4053 CGparameter fp_FogColor;
4054 CGparameter fp_FogHeightFade;
4055 CGparameter fp_FogPlane;
4056 CGparameter fp_FogPlaneViewDist;
4057 CGparameter fp_FogRangeRecip;
4058 CGparameter fp_LightColor;
4059 CGparameter fp_LightDir;
4060 CGparameter fp_LightPosition;
4061 CGparameter fp_OffsetMapping_Scale;
4062 CGparameter fp_PixelSize;
4063 CGparameter fp_ReflectColor;
4064 CGparameter fp_ReflectFactor;
4065 CGparameter fp_ReflectOffset;
4066 CGparameter fp_RefractColor;
4067 CGparameter fp_Saturation;
4068 CGparameter fp_ScreenCenterRefractReflect;
4069 CGparameter fp_ScreenScaleRefractReflect;
4070 CGparameter fp_ScreenToDepth;
4071 CGparameter fp_ShadowMap_Parameters;
4072 CGparameter fp_ShadowMap_TextureScale;
4073 CGparameter fp_SpecularPower;
4074 CGparameter fp_UserVec1;
4075 CGparameter fp_UserVec2;
4076 CGparameter fp_UserVec3;
4077 CGparameter fp_UserVec4;
4078 CGparameter fp_ViewTintColor;
4079 CGparameter fp_ViewToLight;
4080 CGparameter fp_PixelToScreenTexCoord;
4081 CGparameter fp_ModelToReflectCube;
4082 CGparameter fp_BloomColorSubtract;
4083 CGparameter fp_NormalmapScrollBlend;
4087 /// information about each possible shader permutation
4088 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4089 /// currently selected permutation
4090 r_cg_permutation_t *r_cg_permutation;
4091 /// storage for permutations linked in the hash table
4092 memexpandablearray_t r_cg_permutationarray;
4094 #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));}}
4096 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4098 //unsigned int hashdepth = 0;
4099 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4100 r_cg_permutation_t *p;
4101 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4103 if (p->mode == mode && p->permutation == permutation)
4105 //if (hashdepth > 10)
4106 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4111 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4113 p->permutation = permutation;
4114 p->hashnext = r_cg_permutationhash[mode][hashindex];
4115 r_cg_permutationhash[mode][hashindex] = p;
4116 //if (hashdepth > 10)
4117 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4121 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4124 if (!filename || !filename[0])
4126 if (!strcmp(filename, "cg/default.cg"))
4128 if (!cgshaderstring)
4130 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4132 Con_DPrintf("Loading shaders from file %s...\n", filename);
4134 cgshaderstring = (char *)builtincgshaderstring;
4136 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4137 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4138 return shaderstring;
4140 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4143 if (printfromdisknotice)
4144 Con_DPrintf("from disk %s... ", filename);
4145 return shaderstring;
4147 return shaderstring;
4150 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4152 // TODO: load or create .fp and .vp shader files
4155 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4158 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4159 int vertstring_length = 0;
4160 int geomstring_length = 0;
4161 int fragstring_length = 0;
4163 char *vertexstring, *geometrystring, *fragmentstring;
4164 char *vertstring, *geomstring, *fragstring;
4165 char permutationname[256];
4166 char cachename[256];
4167 CGprofile vertexProfile;
4168 CGprofile fragmentProfile;
4169 int vertstrings_count = 0;
4170 int geomstrings_count = 0;
4171 int fragstrings_count = 0;
4172 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4173 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4174 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4182 permutationname[0] = 0;
4184 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4185 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4186 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4188 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4189 strlcat(cachename, "cg/", sizeof(cachename));
4191 // the first pretext is which type of shader to compile as
4192 // (later these will all be bound together as a program object)
4193 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4194 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4195 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4197 // the second pretext is the mode (for example a light source)
4198 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4199 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4200 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4201 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4202 strlcat(cachename, modeinfo->name, sizeof(cachename));
4204 // now add all the permutation pretexts
4205 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4207 if (permutation & (1<<i))
4209 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4210 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4211 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4212 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4213 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4217 // keep line numbers correct
4218 vertstrings_list[vertstrings_count++] = "\n";
4219 geomstrings_list[geomstrings_count++] = "\n";
4220 fragstrings_list[fragstrings_count++] = "\n";
4225 R_CompileShader_AddStaticParms(mode, permutation);
4226 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227 vertstrings_count += shaderstaticparms_count;
4228 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229 geomstrings_count += shaderstaticparms_count;
4230 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4231 fragstrings_count += shaderstaticparms_count;
4233 // replace spaces in the cachename with _ characters
4234 for (i = 0;cachename[i];i++)
4235 if (cachename[i] == ' ')
4238 // now append the shader text itself
4239 vertstrings_list[vertstrings_count++] = vertexstring;
4240 geomstrings_list[geomstrings_count++] = geometrystring;
4241 fragstrings_list[fragstrings_count++] = fragmentstring;
4243 // if any sources were NULL, clear the respective list
4245 vertstrings_count = 0;
4246 if (!geometrystring)
4247 geomstrings_count = 0;
4248 if (!fragmentstring)
4249 fragstrings_count = 0;
4251 vertstring_length = 0;
4252 for (i = 0;i < vertstrings_count;i++)
4253 vertstring_length += strlen(vertstrings_list[i]);
4254 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4255 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4256 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4258 geomstring_length = 0;
4259 for (i = 0;i < geomstrings_count;i++)
4260 geomstring_length += strlen(geomstrings_list[i]);
4261 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4262 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4263 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4265 fragstring_length = 0;
4266 for (i = 0;i < fragstrings_count;i++)
4267 fragstring_length += strlen(fragstrings_list[i]);
4268 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4269 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4270 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4274 //vertexProfile = CG_PROFILE_ARBVP1;
4275 //fragmentProfile = CG_PROFILE_ARBFP1;
4276 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4277 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4278 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4279 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4280 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4283 // try to load the cached shader, or generate one
4284 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4286 // if caching failed, do a dynamic compile for now
4288 if (vertstring[0] && !p->vprogram)
4289 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4291 if (fragstring[0] && !p->fprogram)
4292 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4295 // look up all the uniform variable names we care about, so we don't
4296 // have to look them up every time we set them
4300 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4301 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4302 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4303 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4304 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4305 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4306 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4307 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4308 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4309 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4310 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4311 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4317 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4319 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4320 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4321 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4322 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4323 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4324 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4325 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4326 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4327 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4328 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4329 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4330 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4331 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4332 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4333 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4334 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4335 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4336 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4337 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4338 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4339 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4340 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4341 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4342 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4343 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4344 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4345 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4346 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4347 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4348 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4349 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4350 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4351 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4352 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4353 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4354 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4355 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4356 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4357 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4358 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4359 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4360 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4361 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4362 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4363 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4364 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4365 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4366 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4367 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4368 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4369 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4370 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4371 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4372 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4373 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4374 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4375 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4376 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4377 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4378 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4379 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4380 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4381 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4382 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4383 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4384 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4385 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4386 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4387 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4388 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4389 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4390 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4391 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4392 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4393 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4394 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4398 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4399 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4401 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4405 Mem_Free(vertstring);
4407 Mem_Free(geomstring);
4409 Mem_Free(fragstring);
4411 Mem_Free(vertexstring);
4413 Mem_Free(geometrystring);
4415 Mem_Free(fragmentstring);
4418 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4420 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4423 if (r_cg_permutation != perm)
4425 r_cg_permutation = perm;
4426 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4428 if (!r_cg_permutation->compiled)
4429 R_CG_CompilePermutation(perm, mode, permutation);
4430 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4432 // remove features until we find a valid permutation
4434 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4436 // reduce i more quickly whenever it would not remove any bits
4437 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4438 if (!(permutation & j))
4441 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4442 if (!r_cg_permutation->compiled)
4443 R_CG_CompilePermutation(perm, mode, permutation);
4444 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4447 if (i >= SHADERPERMUTATION_COUNT)
4449 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4450 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4451 return; // no bit left to clear, entire mode is broken
4457 if (r_cg_permutation->vprogram)
4459 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4460 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4461 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4465 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4468 if (r_cg_permutation->fprogram)
4470 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4471 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4472 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4476 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4477 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4481 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4482 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4483 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4486 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4488 cgGLSetTextureParameter(param, R_GetTexture(tex));
4489 cgGLEnableTextureParameter(param);
4497 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4498 extern D3DCAPS9 vid_d3d9caps;
4501 struct r_hlsl_permutation_s;
4502 typedef struct r_hlsl_permutation_s
4504 /// hash lookup data
4505 struct r_hlsl_permutation_s *hashnext;
4507 unsigned int permutation;
4509 /// indicates if we have tried compiling this permutation already
4511 /// NULL if compilation failed
4512 IDirect3DVertexShader9 *vertexshader;
4513 IDirect3DPixelShader9 *pixelshader;
4515 r_hlsl_permutation_t;
4517 typedef enum D3DVSREGISTER_e
4519 D3DVSREGISTER_TexMatrix = 0, // float4x4
4520 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4521 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4522 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4523 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4524 D3DVSREGISTER_ModelToLight = 20, // float4x4
4525 D3DVSREGISTER_EyePosition = 24,
4526 D3DVSREGISTER_FogPlane = 25,
4527 D3DVSREGISTER_LightDir = 26,
4528 D3DVSREGISTER_LightPosition = 27,
4532 typedef enum D3DPSREGISTER_e
4534 D3DPSREGISTER_Alpha = 0,
4535 D3DPSREGISTER_BloomBlur_Parameters = 1,
4536 D3DPSREGISTER_ClientTime = 2,
4537 D3DPSREGISTER_Color_Ambient = 3,
4538 D3DPSREGISTER_Color_Diffuse = 4,
4539 D3DPSREGISTER_Color_Specular = 5,
4540 D3DPSREGISTER_Color_Glow = 6,
4541 D3DPSREGISTER_Color_Pants = 7,
4542 D3DPSREGISTER_Color_Shirt = 8,
4543 D3DPSREGISTER_DeferredColor_Ambient = 9,
4544 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4545 D3DPSREGISTER_DeferredColor_Specular = 11,
4546 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4547 D3DPSREGISTER_DeferredMod_Specular = 13,
4548 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4549 D3DPSREGISTER_EyePosition = 15, // unused
4550 D3DPSREGISTER_FogColor = 16,
4551 D3DPSREGISTER_FogHeightFade = 17,
4552 D3DPSREGISTER_FogPlane = 18,
4553 D3DPSREGISTER_FogPlaneViewDist = 19,
4554 D3DPSREGISTER_FogRangeRecip = 20,
4555 D3DPSREGISTER_LightColor = 21,
4556 D3DPSREGISTER_LightDir = 22, // unused
4557 D3DPSREGISTER_LightPosition = 23,
4558 D3DPSREGISTER_OffsetMapping_Scale = 24,
4559 D3DPSREGISTER_PixelSize = 25,
4560 D3DPSREGISTER_ReflectColor = 26,
4561 D3DPSREGISTER_ReflectFactor = 27,
4562 D3DPSREGISTER_ReflectOffset = 28,
4563 D3DPSREGISTER_RefractColor = 29,
4564 D3DPSREGISTER_Saturation = 30,
4565 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4566 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4567 D3DPSREGISTER_ScreenToDepth = 33,
4568 D3DPSREGISTER_ShadowMap_Parameters = 34,
4569 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4570 D3DPSREGISTER_SpecularPower = 36,
4571 D3DPSREGISTER_UserVec1 = 37,
4572 D3DPSREGISTER_UserVec2 = 38,
4573 D3DPSREGISTER_UserVec3 = 39,
4574 D3DPSREGISTER_UserVec4 = 40,
4575 D3DPSREGISTER_ViewTintColor = 41,
4576 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4577 D3DPSREGISTER_BloomColorSubtract = 43,
4578 D3DPSREGISTER_ViewToLight = 44, // float4x4
4579 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4580 D3DPSREGISTER_NormalmapScrollBlend = 52,
4585 /// information about each possible shader permutation
4586 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4587 /// currently selected permutation
4588 r_hlsl_permutation_t *r_hlsl_permutation;
4589 /// storage for permutations linked in the hash table
4590 memexpandablearray_t r_hlsl_permutationarray;
4592 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4594 //unsigned int hashdepth = 0;
4595 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4596 r_hlsl_permutation_t *p;
4597 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4599 if (p->mode == mode && p->permutation == permutation)
4601 //if (hashdepth > 10)
4602 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4607 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4609 p->permutation = permutation;
4610 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4611 r_hlsl_permutationhash[mode][hashindex] = p;
4612 //if (hashdepth > 10)
4613 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4617 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4620 if (!filename || !filename[0])
4622 if (!strcmp(filename, "hlsl/default.hlsl"))
4624 if (!hlslshaderstring)
4626 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4627 if (hlslshaderstring)
4628 Con_DPrintf("Loading shaders from file %s...\n", filename);
4630 hlslshaderstring = (char *)builtincgshaderstring;
4632 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4633 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4634 return shaderstring;
4636 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4639 if (printfromdisknotice)
4640 Con_DPrintf("from disk %s... ", filename);
4641 return shaderstring;
4643 return shaderstring;
4647 //#include <d3dx9shader.h>
4648 //#include <d3dx9mesh.h>
4650 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4652 DWORD *vsbin = NULL;
4653 DWORD *psbin = NULL;
4654 fs_offset_t vsbinsize;
4655 fs_offset_t psbinsize;
4656 // IDirect3DVertexShader9 *vs = NULL;
4657 // IDirect3DPixelShader9 *ps = NULL;
4658 ID3DXBuffer *vslog = NULL;
4659 ID3DXBuffer *vsbuffer = NULL;
4660 ID3DXConstantTable *vsconstanttable = NULL;
4661 ID3DXBuffer *pslog = NULL;
4662 ID3DXBuffer *psbuffer = NULL;
4663 ID3DXConstantTable *psconstanttable = NULL;
4666 char temp[MAX_INPUTLINE];
4667 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4668 qboolean debugshader = gl_paranoid.integer != 0;
4669 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4670 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4673 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4674 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4676 if ((!vsbin && vertstring) || (!psbin && fragstring))
4678 const char* dllnames_d3dx9 [] =
4702 dllhandle_t d3dx9_dll = NULL;
4703 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4705 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4706 dllfunction_t d3dx9_dllfuncs[] =
4708 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4709 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4710 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4713 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4715 DWORD shaderflags = 0;
4717 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4718 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4719 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4720 if (vertstring && vertstring[0])
4724 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4725 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4726 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4727 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4730 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4733 vsbinsize = vsbuffer->GetBufferSize();
4734 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4735 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4736 vsbuffer->Release();
4740 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4741 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4745 if (fragstring && fragstring[0])
4749 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4750 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4751 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4752 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4755 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4758 psbinsize = psbuffer->GetBufferSize();
4759 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4760 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4761 psbuffer->Release();
4765 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4766 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4770 Sys_UnloadLibrary(&d3dx9_dll);
4773 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4777 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4778 if (FAILED(vsresult))
4779 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4780 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4781 if (FAILED(psresult))
4782 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4784 // free the shader data
4785 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4786 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4789 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4792 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4793 int vertstring_length = 0;
4794 int geomstring_length = 0;
4795 int fragstring_length = 0;
4797 char *vertexstring, *geometrystring, *fragmentstring;
4798 char *vertstring, *geomstring, *fragstring;
4799 char permutationname[256];
4800 char cachename[256];
4801 int vertstrings_count = 0;
4802 int geomstrings_count = 0;
4803 int fragstrings_count = 0;
4804 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4805 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4806 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4811 p->vertexshader = NULL;
4812 p->pixelshader = NULL;
4814 permutationname[0] = 0;
4816 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4817 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4818 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4820 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4821 strlcat(cachename, "hlsl/", sizeof(cachename));
4823 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4824 vertstrings_count = 0;
4825 geomstrings_count = 0;
4826 fragstrings_count = 0;
4827 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4828 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4829 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4831 // the first pretext is which type of shader to compile as
4832 // (later these will all be bound together as a program object)
4833 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4834 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4835 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4837 // the second pretext is the mode (for example a light source)
4838 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4839 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4840 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4841 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4842 strlcat(cachename, modeinfo->name, sizeof(cachename));
4844 // now add all the permutation pretexts
4845 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4847 if (permutation & (1<<i))
4849 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4850 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4851 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4852 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4853 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4857 // keep line numbers correct
4858 vertstrings_list[vertstrings_count++] = "\n";
4859 geomstrings_list[geomstrings_count++] = "\n";
4860 fragstrings_list[fragstrings_count++] = "\n";
4865 R_CompileShader_AddStaticParms(mode, permutation);
4866 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867 vertstrings_count += shaderstaticparms_count;
4868 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869 geomstrings_count += shaderstaticparms_count;
4870 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4871 fragstrings_count += shaderstaticparms_count;
4873 // replace spaces in the cachename with _ characters
4874 for (i = 0;cachename[i];i++)
4875 if (cachename[i] == ' ')
4878 // now append the shader text itself
4879 vertstrings_list[vertstrings_count++] = vertexstring;
4880 geomstrings_list[geomstrings_count++] = geometrystring;
4881 fragstrings_list[fragstrings_count++] = fragmentstring;
4883 // if any sources were NULL, clear the respective list
4885 vertstrings_count = 0;
4886 if (!geometrystring)
4887 geomstrings_count = 0;
4888 if (!fragmentstring)
4889 fragstrings_count = 0;
4891 vertstring_length = 0;
4892 for (i = 0;i < vertstrings_count;i++)
4893 vertstring_length += strlen(vertstrings_list[i]);
4894 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4895 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4896 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4898 geomstring_length = 0;
4899 for (i = 0;i < geomstrings_count;i++)
4900 geomstring_length += strlen(geomstrings_list[i]);
4901 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4902 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4903 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4905 fragstring_length = 0;
4906 for (i = 0;i < fragstrings_count;i++)
4907 fragstring_length += strlen(fragstrings_list[i]);
4908 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4909 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4910 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4912 // try to load the cached shader, or generate one
4913 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4915 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4916 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4918 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4922 Mem_Free(vertstring);
4924 Mem_Free(geomstring);
4926 Mem_Free(fragstring);
4928 Mem_Free(vertexstring);
4930 Mem_Free(geometrystring);
4932 Mem_Free(fragmentstring);
4935 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4936 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4937 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4938 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4939 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4940 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4942 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4943 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4944 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4945 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4946 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4947 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4949 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4951 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4952 if (r_hlsl_permutation != perm)
4954 r_hlsl_permutation = perm;
4955 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4957 if (!r_hlsl_permutation->compiled)
4958 R_HLSL_CompilePermutation(perm, mode, permutation);
4959 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4961 // remove features until we find a valid permutation
4963 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4965 // reduce i more quickly whenever it would not remove any bits
4966 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4967 if (!(permutation & j))
4970 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4971 if (!r_hlsl_permutation->compiled)
4972 R_HLSL_CompilePermutation(perm, mode, permutation);
4973 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4976 if (i >= SHADERPERMUTATION_COUNT)
4978 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4979 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4980 return; // no bit left to clear, entire mode is broken
4984 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4985 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4987 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4988 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4989 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4993 void R_GLSL_Restart_f(void)
4995 unsigned int i, limit;
4996 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4997 Mem_Free(glslshaderstring);
4998 glslshaderstring = NULL;
4999 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5000 Mem_Free(cgshaderstring);
5001 cgshaderstring = NULL;
5002 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5003 Mem_Free(hlslshaderstring);
5004 hlslshaderstring = NULL;
5005 switch(vid.renderpath)
5007 case RENDERPATH_D3D9:
5010 r_hlsl_permutation_t *p;
5011 r_hlsl_permutation = NULL;
5012 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5013 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5014 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5015 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5016 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5017 for (i = 0;i < limit;i++)
5019 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5021 if (p->vertexshader)
5022 IDirect3DVertexShader9_Release(p->vertexshader);
5024 IDirect3DPixelShader9_Release(p->pixelshader);
5025 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5028 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5032 case RENDERPATH_D3D10:
5033 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5035 case RENDERPATH_D3D11:
5036 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5038 case RENDERPATH_GL20:
5040 r_glsl_permutation_t *p;
5041 r_glsl_permutation = NULL;
5042 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5043 for (i = 0;i < limit;i++)
5045 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5047 GL_Backend_FreeProgram(p->program);
5048 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5051 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5054 case RENDERPATH_CGGL:
5057 r_cg_permutation_t *p;
5058 r_cg_permutation = NULL;
5059 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5060 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5061 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5062 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5063 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5064 for (i = 0;i < limit;i++)
5066 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5069 cgDestroyProgram(p->vprogram);
5071 cgDestroyProgram(p->fprogram);
5072 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5075 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5079 case RENDERPATH_GL13:
5080 case RENDERPATH_GL11:
5085 void R_GLSL_DumpShader_f(void)
5090 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5093 FS_Print(file, "/* The engine may define the following macros:\n");
5094 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5095 for (i = 0;i < SHADERMODE_COUNT;i++)
5096 FS_Print(file, glslshadermodeinfo[i].pretext);
5097 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5098 FS_Print(file, shaderpermutationinfo[i].pretext);
5099 FS_Print(file, "*/\n");
5100 FS_Print(file, builtinshaderstring);
5102 Con_Printf("glsl/default.glsl written\n");
5105 Con_Printf("failed to write to glsl/default.glsl\n");
5108 file = FS_OpenRealFile("cg/default.cg", "w", false);
5111 FS_Print(file, "/* The engine may define the following macros:\n");
5112 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5113 for (i = 0;i < SHADERMODE_COUNT;i++)
5114 FS_Print(file, cgshadermodeinfo[i].pretext);
5115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5116 FS_Print(file, shaderpermutationinfo[i].pretext);
5117 FS_Print(file, "*/\n");
5118 FS_Print(file, builtincgshaderstring);
5120 Con_Printf("cg/default.cg written\n");
5123 Con_Printf("failed to write to cg/default.cg\n");
5127 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5130 FS_Print(file, "/* The engine may define the following macros:\n");
5131 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5132 for (i = 0;i < SHADERMODE_COUNT;i++)
5133 FS_Print(file, hlslshadermodeinfo[i].pretext);
5134 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5135 FS_Print(file, shaderpermutationinfo[i].pretext);
5136 FS_Print(file, "*/\n");
5137 FS_Print(file, builtincgshaderstring);
5139 Con_Printf("hlsl/default.hlsl written\n");
5142 Con_Printf("failed to write to hlsl/default.hlsl\n");
5146 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5149 texturemode = GL_MODULATE;
5150 switch (vid.renderpath)
5152 case RENDERPATH_D3D9:
5154 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5155 R_Mesh_TexBind(GL20TU_FIRST , first );
5156 R_Mesh_TexBind(GL20TU_SECOND, second);
5159 case RENDERPATH_D3D10:
5160 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5162 case RENDERPATH_D3D11:
5163 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165 case RENDERPATH_GL20:
5166 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5167 R_Mesh_TexBind(GL20TU_FIRST , first );
5168 R_Mesh_TexBind(GL20TU_SECOND, second);
5170 case RENDERPATH_CGGL:
5173 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5174 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5178 case RENDERPATH_GL13:
5179 R_Mesh_TexBind(0, first );
5180 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5181 R_Mesh_TexBind(1, second);
5183 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5185 case RENDERPATH_GL11:
5186 R_Mesh_TexBind(0, first );
5191 void R_SetupShader_DepthOrShadow(void)
5193 switch (vid.renderpath)
5195 case RENDERPATH_D3D9:
5197 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5200 case RENDERPATH_D3D10:
5201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5203 case RENDERPATH_D3D11:
5204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5206 case RENDERPATH_GL20:
5207 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5209 case RENDERPATH_CGGL:
5211 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5214 case RENDERPATH_GL13:
5215 R_Mesh_TexBind(0, 0);
5216 R_Mesh_TexBind(1, 0);
5218 case RENDERPATH_GL11:
5219 R_Mesh_TexBind(0, 0);
5224 void R_SetupShader_ShowDepth(void)
5226 switch (vid.renderpath)
5228 case RENDERPATH_D3D9:
5230 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5233 case RENDERPATH_D3D10:
5234 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5236 case RENDERPATH_D3D11:
5237 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5239 case RENDERPATH_GL20:
5240 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5242 case RENDERPATH_CGGL:
5244 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5247 case RENDERPATH_GL13:
5249 case RENDERPATH_GL11:
5254 extern qboolean r_shadow_usingdeferredprepass;
5255 extern cvar_t r_shadow_deferred_8bitrange;
5256 extern rtexture_t *r_shadow_attenuationgradienttexture;
5257 extern rtexture_t *r_shadow_attenuation2dtexture;
5258 extern rtexture_t *r_shadow_attenuation3dtexture;
5259 extern qboolean r_shadow_usingshadowmap2d;
5260 extern qboolean r_shadow_usingshadowmaportho;
5261 extern float r_shadow_shadowmap_texturescale[2];
5262 extern float r_shadow_shadowmap_parameters[4];
5263 extern qboolean r_shadow_shadowmapvsdct;
5264 extern qboolean r_shadow_shadowmapsampler;
5265 extern int r_shadow_shadowmappcf;
5266 extern rtexture_t *r_shadow_shadowmap2dtexture;
5267 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5268 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5269 extern matrix4x4_t r_shadow_shadowmapmatrix;
5270 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5271 extern int r_shadow_prepass_width;
5272 extern int r_shadow_prepass_height;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5274 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5275 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5276 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5277 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5278 extern cvar_t gl_mesh_separatearrays;
5279 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5281 // a blendfunc allows colormod if:
5282 // a) it can never keep the destination pixel invariant, or
5283 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5284 // this is to prevent unintended side effects from colormod
5287 // IF there is a (s, sa) for which for all (d, da),
5288 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5289 // THEN, for this (s, sa) and all (colormod, d, da):
5290 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5291 // OBVIOUSLY, this means that
5292 // s*colormod * src(s*colormod, d, sa, da) = 0
5293 // dst(s*colormod, d, sa, da) = 1
5295 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5297 // main condition to leave dst color invariant:
5298 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5300 // s * 0 + d * dst(s, d, sa, da) == d
5301 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5302 // => colormod is a problem for GL_SRC_COLOR only
5304 // s + d * dst(s, d, sa, da) == d
5306 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5307 // => colormod is never problematic for these
5308 // src == GL_SRC_COLOR:
5309 // s*s + d * dst(s, d, sa, da) == d
5311 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5312 // => colormod is never problematic for these
5313 // src == GL_ONE_MINUS_SRC_COLOR:
5314 // s*(1-s) + d * dst(s, d, sa, da) == d
5315 // => s == 0 or s == 1
5316 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5317 // => colormod is a problem for GL_SRC_COLOR only
5318 // src == GL_DST_COLOR
5319 // s*d + d * dst(s, d, sa, da) == d
5321 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5322 // => colormod is always a problem
5325 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5326 // => colormod is never problematic for these
5327 // => BUT, we do not know s! We must assume it is problematic
5328 // then... except in GL_ONE case, where we know all invariant
5330 // src == GL_ONE_MINUS_DST_COLOR
5331 // s*(1-d) + d * dst(s, d, sa, da) == d
5332 // => s == 0 (1-d is impossible to handle for our desired result)
5333 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5334 // => colormod is never problematic for these
5335 // src == GL_SRC_ALPHA
5336 // s*sa + d * dst(s, d, sa, da) == d
5337 // => s == 0, or sa == 0
5338 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5339 // => colormod breaks in the case GL_SRC_COLOR only
5340 // src == GL_ONE_MINUS_SRC_ALPHA
5341 // s*(1-sa) + d * dst(s, d, sa, da) == d
5342 // => s == 0, or sa == 1
5343 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5344 // => colormod breaks in the case GL_SRC_COLOR only
5345 // src == GL_DST_ALPHA
5346 // s*da + d * dst(s, d, sa, da) == d
5348 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5349 // => colormod is never problematic for these
5354 case GL_ONE_MINUS_SRC_COLOR:
5356 case GL_ONE_MINUS_SRC_ALPHA:
5357 if(dst == GL_SRC_COLOR)
5362 case GL_ONE_MINUS_DST_COLOR:
5364 case GL_ONE_MINUS_DST_ALPHA:
5374 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5376 // select a permutation of the lighting shader appropriate to this
5377 // combination of texture, entity, light source, and fogging, only use the
5378 // minimum features necessary to avoid wasting rendering time in the
5379 // fragment shader on features that are not being used
5380 unsigned int permutation = 0;
5381 unsigned int mode = 0;
5382 qboolean allow_colormod;
5383 static float dummy_colormod[3] = {1, 1, 1};
5384 float *colormod = rsurface.colormod;
5386 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5387 if (rsurfacepass == RSURFPASS_BACKGROUND)
5389 // distorted background
5390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5392 mode = SHADERMODE_WATER;
5393 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5394 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5395 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5396 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5398 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5400 mode = SHADERMODE_REFRACTION;
5401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5402 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5406 mode = SHADERMODE_GENERIC;
5407 permutation |= SHADERPERMUTATION_DIFFUSE;
5408 GL_BlendFunc(GL_ONE, GL_ZERO);
5409 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5411 GL_AlphaTest(false);
5413 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5415 if (r_glsl_offsetmapping.integer)
5417 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5419 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5420 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5421 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5424 if (r_glsl_offsetmapping_reliefmapping.integer)
5425 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5430 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5431 permutation |= SHADERPERMUTATION_ALPHAKILL;
5432 // normalmap (deferred prepass), may use alpha test on diffuse
5433 mode = SHADERMODE_DEFERREDGEOMETRY;
5434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436 GL_AlphaTest(false);
5437 GL_BlendFunc(GL_ONE, GL_ZERO);
5438 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5440 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5442 if (r_glsl_offsetmapping.integer)
5444 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5445 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5446 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5447 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5448 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5450 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5451 if (r_glsl_offsetmapping_reliefmapping.integer)
5452 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5456 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5458 mode = SHADERMODE_LIGHTSOURCE;
5459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5461 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5462 permutation |= SHADERPERMUTATION_CUBEFILTER;
5463 if (diffusescale > 0)
5464 permutation |= SHADERPERMUTATION_DIFFUSE;
5465 if (specularscale > 0)
5466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5467 if (r_refdef.fogenabled)
5468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469 if (rsurface.texture->colormapping)
5470 permutation |= SHADERPERMUTATION_COLORMAPPING;
5471 if (r_shadow_usingshadowmap2d)
5473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5474 if(r_shadow_shadowmapvsdct)
5475 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5477 if (r_shadow_shadowmapsampler)
5478 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5479 if (r_shadow_shadowmappcf > 1)
5480 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5481 else if (r_shadow_shadowmappcf)
5482 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5484 if (rsurface.texture->reflectmasktexture)
5485 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5486 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5488 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5490 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5492 if (r_glsl_offsetmapping.integer)
5494 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5495 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5496 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5497 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5498 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5501 if (r_glsl_offsetmapping_reliefmapping.integer)
5502 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5506 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5507 // unshaded geometry (fullbright or ambient model lighting)
5508 mode = SHADERMODE_FLATCOLOR;
5509 ambientscale = diffusescale = specularscale = 0;
5510 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5511 permutation |= SHADERPERMUTATION_GLOW;
5512 if (r_refdef.fogenabled)
5513 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5514 if (rsurface.texture->colormapping)
5515 permutation |= SHADERPERMUTATION_COLORMAPPING;
5516 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5519 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521 if (r_shadow_shadowmapsampler)
5522 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5523 if (r_shadow_shadowmappcf > 1)
5524 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5525 else if (r_shadow_shadowmappcf)
5526 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5529 permutation |= SHADERPERMUTATION_REFLECTION;
5530 if (rsurface.texture->reflectmasktexture)
5531 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5533 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5534 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5536 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5538 if (r_glsl_offsetmapping.integer)
5540 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5541 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5542 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5543 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5544 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5546 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5547 if (r_glsl_offsetmapping_reliefmapping.integer)
5548 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5552 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5553 // directional model lighting
5554 mode = SHADERMODE_LIGHTDIRECTION;
5555 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5556 permutation |= SHADERPERMUTATION_GLOW;
5557 permutation |= SHADERPERMUTATION_DIFFUSE;
5558 if (specularscale > 0)
5559 permutation |= SHADERPERMUTATION_SPECULAR;
5560 if (r_refdef.fogenabled)
5561 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5562 if (rsurface.texture->colormapping)
5563 permutation |= SHADERPERMUTATION_COLORMAPPING;
5564 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5566 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5567 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5569 if (r_shadow_shadowmapsampler)
5570 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5571 if (r_shadow_shadowmappcf > 1)
5572 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5573 else if (r_shadow_shadowmappcf)
5574 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5576 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5577 permutation |= SHADERPERMUTATION_REFLECTION;
5578 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5579 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5580 if (rsurface.texture->reflectmasktexture)
5581 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5582 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5583 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5584 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5588 if (r_glsl_offsetmapping.integer)
5590 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5591 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5592 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5593 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5594 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5596 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5597 if (r_glsl_offsetmapping_reliefmapping.integer)
5598 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5602 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5603 // ambient model lighting
5604 mode = SHADERMODE_LIGHTDIRECTION;
5605 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5606 permutation |= SHADERPERMUTATION_GLOW;
5607 if (r_refdef.fogenabled)
5608 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5609 if (rsurface.texture->colormapping)
5610 permutation |= SHADERPERMUTATION_COLORMAPPING;
5611 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5613 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5614 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5616 if (r_shadow_shadowmapsampler)
5617 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5618 if (r_shadow_shadowmappcf > 1)
5619 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5620 else if (r_shadow_shadowmappcf)
5621 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5624 permutation |= SHADERPERMUTATION_REFLECTION;
5625 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5626 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5627 if (rsurface.texture->reflectmasktexture)
5628 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5629 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5630 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5631 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5635 if (r_glsl_offsetmapping.integer)
5637 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5638 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5639 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5640 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5641 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5643 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5644 if (r_glsl_offsetmapping_reliefmapping.integer)
5645 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5648 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5649 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5651 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5652 permutation |= SHADERPERMUTATION_GLOW;
5653 if (r_refdef.fogenabled)
5654 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5655 if (rsurface.texture->colormapping)
5656 permutation |= SHADERPERMUTATION_COLORMAPPING;
5657 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5659 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5660 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5662 if (r_shadow_shadowmapsampler)
5663 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5664 if (r_shadow_shadowmappcf > 1)
5665 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5666 else if (r_shadow_shadowmappcf)
5667 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5669 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5670 permutation |= SHADERPERMUTATION_REFLECTION;
5671 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5672 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5673 if (rsurface.texture->reflectmasktexture)
5674 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5675 if (FAKELIGHT_ENABLED)
5677 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5678 mode = SHADERMODE_FAKELIGHT;
5679 permutation |= SHADERPERMUTATION_DIFFUSE;
5680 if (specularscale > 0)
5681 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5683 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5685 // deluxemapping (light direction texture)
5686 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5687 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5689 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5690 permutation |= SHADERPERMUTATION_DIFFUSE;
5691 if (specularscale > 0)
5692 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5694 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5696 // fake deluxemapping (uniform light direction in tangentspace)
5697 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5698 permutation |= SHADERPERMUTATION_DIFFUSE;
5699 if (specularscale > 0)
5700 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5702 else if (rsurface.uselightmaptexture)
5704 // ordinary lightmapping (q1bsp, q3bsp)
5705 mode = SHADERMODE_LIGHTMAP;
5709 // ordinary vertex coloring (q3bsp)
5710 mode = SHADERMODE_VERTEXCOLOR;
5712 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5713 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5714 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5717 colormod = dummy_colormod;
5718 switch(vid.renderpath)
5720 case RENDERPATH_D3D9:
5722 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5723 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5724 R_SetupShader_SetPermutationHLSL(mode, permutation);
5725 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5726 if (mode == SHADERMODE_LIGHTSOURCE)
5728 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5729 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5733 if (mode == SHADERMODE_LIGHTDIRECTION)
5735 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5738 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5739 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5740 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5741 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5742 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5744 if (mode == SHADERMODE_LIGHTSOURCE)
5746 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5747 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5748 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5749 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5750 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5752 // additive passes are only darkened by fog, not tinted
5753 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5754 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5758 if (mode == SHADERMODE_FLATCOLOR)
5760 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5762 else if (mode == SHADERMODE_LIGHTDIRECTION)
5764 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5765 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5766 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5767 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5768 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5769 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5770 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5774 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5776 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5777 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5778 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5780 // additive passes are only darkened by fog, not tinted
5781 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5782 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5784 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5785 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5786 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5787 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5788 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5789 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5790 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5791 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5792 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5793 if (mode == SHADERMODE_WATER)
5794 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5796 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5797 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5798 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5799 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5800 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5801 if (rsurface.texture->pantstexture)
5802 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5804 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5805 if (rsurface.texture->shirttexture)
5806 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5808 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5809 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5811 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5812 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5813 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5814 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5815 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5817 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5818 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5819 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5820 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5823 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5824 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5825 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5826 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5827 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5828 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5829 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5830 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5831 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5832 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5833 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5834 if (rsurfacepass == RSURFPASS_BACKGROUND)
5836 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5837 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5838 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5842 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5844 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5845 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5846 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5847 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5848 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5850 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5851 if (rsurface.rtlight)
5853 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5854 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5859 case RENDERPATH_D3D10:
5860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5862 case RENDERPATH_D3D11:
5863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5865 case RENDERPATH_GL20:
5866 if (gl_mesh_separatearrays.integer)
5868 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5869 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5870 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5871 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5872 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5874 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5875 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5879 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5880 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5882 R_SetupShader_SetPermutationGLSL(mode, permutation);
5883 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5884 if (mode == SHADERMODE_LIGHTSOURCE)
5886 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5887 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5888 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5889 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5890 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5891 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);
5893 // additive passes are only darkened by fog, not tinted
5894 if (r_glsl_permutation->loc_FogColor >= 0)
5895 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5896 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5900 if (mode == SHADERMODE_FLATCOLOR)
5902 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5904 else if (mode == SHADERMODE_LIGHTDIRECTION)
5906 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5907 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5908 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);
5909 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5910 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);
5911 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5912 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]);
5916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5917 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]);
5918 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);
5919 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5920 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);
5922 // additive passes are only darkened by fog, not tinted
5923 if (r_glsl_permutation->loc_FogColor >= 0)
5925 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5926 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5928 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5930 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);
5931 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]);
5932 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]);
5933 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5934 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5935 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5936 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5937 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5938 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5940 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5941 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5942 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5943 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]);
5944 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]);
5946 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5947 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5948 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5949 if (r_glsl_permutation->loc_Color_Pants >= 0)
5951 if (rsurface.texture->pantstexture)
5952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5954 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5956 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5958 if (rsurface.texture->shirttexture)
5959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5961 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5963 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]);
5964 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5965 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5966 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5967 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5968 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]);
5969 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5971 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5972 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5973 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5974 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5975 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5976 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5977 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5979 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5980 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5981 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5982 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5983 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5984 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5985 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5986 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5987 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5988 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5989 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5990 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5991 if (rsurfacepass == RSURFPASS_BACKGROUND)
5993 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5994 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5995 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5999 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6001 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6002 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6003 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6004 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6005 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6007 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6008 if (rsurface.rtlight)
6010 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6011 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6016 case RENDERPATH_CGGL:
6018 if (gl_mesh_separatearrays.integer)
6020 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6021 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6022 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6023 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6024 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6026 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6027 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6031 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6032 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6034 R_SetupShader_SetPermutationCG(mode, permutation);
6035 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6036 if (mode == SHADERMODE_LIGHTSOURCE)
6038 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6039 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6043 if (mode == SHADERMODE_LIGHTDIRECTION)
6045 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
6048 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6049 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6050 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6051 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6052 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
6055 if (mode == SHADERMODE_LIGHTSOURCE)
6057 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6058 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6059 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6060 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6061 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
6063 // additive passes are only darkened by fog, not tinted
6064 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6065 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6069 if (mode == SHADERMODE_FLATCOLOR)
6071 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6073 else if (mode == SHADERMODE_LIGHTDIRECTION)
6075 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6076 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6077 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
6078 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6079 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
6080 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
6081 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
6085 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6086 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
6087 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
6088 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6089 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
6091 // additive passes are only darkened by fog, not tinted
6092 if (r_cg_permutation->fp_FogColor)
6094 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6095 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6097 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6100 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
6101 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
6102 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
6103 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6104 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6105 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6106 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6107 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6108 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6110 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
6111 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
6112 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6113 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6114 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6115 if (r_cg_permutation->fp_Color_Pants)
6117 if (rsurface.texture->pantstexture)
6118 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6120 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6123 if (r_cg_permutation->fp_Color_Shirt)
6125 if (rsurface.texture->shirttexture)
6126 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6128 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6131 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
6132 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6133 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6134 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6135 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6136 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
6137 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6140 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6141 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6151 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6152 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6153 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
6154 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6157 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6158 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6159 if (rsurfacepass == RSURFPASS_BACKGROUND)
6161 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6162 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6163 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6167 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6169 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6171 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6173 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6175 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6176 if (rsurface.rtlight)
6178 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6179 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6186 case RENDERPATH_GL13:
6187 case RENDERPATH_GL11:
6192 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6194 // select a permutation of the lighting shader appropriate to this
6195 // combination of texture, entity, light source, and fogging, only use the
6196 // minimum features necessary to avoid wasting rendering time in the
6197 // fragment shader on features that are not being used
6198 unsigned int permutation = 0;
6199 unsigned int mode = 0;
6200 const float *lightcolorbase = rtlight->currentcolor;
6201 float ambientscale = rtlight->ambientscale;
6202 float diffusescale = rtlight->diffusescale;
6203 float specularscale = rtlight->specularscale;
6204 // this is the location of the light in view space
6205 vec3_t viewlightorigin;
6206 // this transforms from view space (camera) to light space (cubemap)
6207 matrix4x4_t viewtolight;
6208 matrix4x4_t lighttoview;
6209 float viewtolight16f[16];
6210 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6212 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6213 if (rtlight->currentcubemap != r_texture_whitecube)
6214 permutation |= SHADERPERMUTATION_CUBEFILTER;
6215 if (diffusescale > 0)
6216 permutation |= SHADERPERMUTATION_DIFFUSE;
6217 if (specularscale > 0)
6218 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6219 if (r_shadow_usingshadowmap2d)
6221 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6222 if (r_shadow_shadowmapvsdct)
6223 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6225 if (r_shadow_shadowmapsampler)
6226 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6227 if (r_shadow_shadowmappcf > 1)
6228 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6229 else if (r_shadow_shadowmappcf)
6230 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6232 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6233 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6234 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6235 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6236 switch(vid.renderpath)
6238 case RENDERPATH_D3D9:
6240 R_SetupShader_SetPermutationHLSL(mode, permutation);
6241 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6242 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6243 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6244 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6245 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6246 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6247 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6248 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6249 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6250 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6252 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6253 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6254 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6255 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6256 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6257 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6260 case RENDERPATH_D3D10:
6261 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6263 case RENDERPATH_D3D11:
6264 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6266 case RENDERPATH_GL20:
6267 R_SetupShader_SetPermutationGLSL(mode, permutation);
6268 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6269 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6270 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);
6271 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);
6272 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);
6273 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]);
6274 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]);
6275 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6276 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]);
6277 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6279 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6280 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6281 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6282 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6283 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6284 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6286 case RENDERPATH_CGGL:
6288 R_SetupShader_SetPermutationCG(mode, permutation);
6289 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6290 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6291 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
6292 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
6293 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
6294 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
6295 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
6296 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6297 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
6298 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6300 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6301 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6302 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6303 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6305 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6308 case RENDERPATH_GL13:
6309 case RENDERPATH_GL11:
6314 #define SKINFRAME_HASH 1024
6318 int loadsequence; // incremented each level change
6319 memexpandablearray_t array;
6320 skinframe_t *hash[SKINFRAME_HASH];
6323 r_skinframe_t r_skinframe;
6325 void R_SkinFrame_PrepareForPurge(void)
6327 r_skinframe.loadsequence++;
6328 // wrap it without hitting zero
6329 if (r_skinframe.loadsequence >= 200)
6330 r_skinframe.loadsequence = 1;
6333 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6337 // mark the skinframe as used for the purging code
6338 skinframe->loadsequence = r_skinframe.loadsequence;
6341 void R_SkinFrame_Purge(void)
6345 for (i = 0;i < SKINFRAME_HASH;i++)
6347 for (s = r_skinframe.hash[i];s;s = s->next)
6349 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6351 if (s->merged == s->base)
6353 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6354 R_PurgeTexture(s->stain );s->stain = NULL;
6355 R_PurgeTexture(s->merged);s->merged = NULL;
6356 R_PurgeTexture(s->base );s->base = NULL;
6357 R_PurgeTexture(s->pants );s->pants = NULL;
6358 R_PurgeTexture(s->shirt );s->shirt = NULL;
6359 R_PurgeTexture(s->nmap );s->nmap = NULL;
6360 R_PurgeTexture(s->gloss );s->gloss = NULL;
6361 R_PurgeTexture(s->glow );s->glow = NULL;
6362 R_PurgeTexture(s->fog );s->fog = NULL;
6363 R_PurgeTexture(s->reflect);s->reflect = NULL;
6364 s->loadsequence = 0;
6370 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6372 char basename[MAX_QPATH];
6374 Image_StripImageExtension(name, basename, sizeof(basename));
6376 if( last == NULL ) {
6378 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6379 item = r_skinframe.hash[hashindex];
6384 // linearly search through the hash bucket
6385 for( ; item ; item = item->next ) {
6386 if( !strcmp( item->basename, basename ) ) {
6393 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6397 char basename[MAX_QPATH];
6399 Image_StripImageExtension(name, basename, sizeof(basename));
6401 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6402 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6403 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6407 rtexture_t *dyntexture;
6408 // check whether its a dynamic texture
6409 dyntexture = CL_GetDynTexture( basename );
6410 if (!add && !dyntexture)
6412 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6413 memset(item, 0, sizeof(*item));
6414 strlcpy(item->basename, basename, sizeof(item->basename));
6415 item->base = dyntexture; // either NULL or dyntexture handle
6416 item->textureflags = textureflags;
6417 item->comparewidth = comparewidth;
6418 item->compareheight = compareheight;
6419 item->comparecrc = comparecrc;
6420 item->next = r_skinframe.hash[hashindex];
6421 r_skinframe.hash[hashindex] = item;
6423 else if( item->base == NULL )
6425 rtexture_t *dyntexture;
6426 // check whether its a dynamic texture
6427 // 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]
6428 dyntexture = CL_GetDynTexture( basename );
6429 item->base = dyntexture; // either NULL or dyntexture handle
6432 R_SkinFrame_MarkUsed(item);
6436 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6438 unsigned long long avgcolor[5], wsum; \
6446 for(pix = 0; pix < cnt; ++pix) \
6449 for(comp = 0; comp < 3; ++comp) \
6451 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6454 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6456 for(comp = 0; comp < 3; ++comp) \
6457 avgcolor[comp] += getpixel * w; \
6460 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6461 avgcolor[4] += getpixel; \
6463 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6465 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6466 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6467 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6468 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6471 extern cvar_t gl_picmip;
6472 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6475 unsigned char *pixels;
6476 unsigned char *bumppixels;
6477 unsigned char *basepixels = NULL;
6478 int basepixels_width = 0;
6479 int basepixels_height = 0;
6480 skinframe_t *skinframe;
6481 rtexture_t *ddsbase = NULL;
6482 qboolean ddshasalpha = false;
6483 float ddsavgcolor[4];
6484 char basename[MAX_QPATH];
6485 int miplevel = R_PicmipForFlags(textureflags);
6486 int savemiplevel = miplevel;
6489 if (cls.state == ca_dedicated)
6492 // return an existing skinframe if already loaded
6493 // if loading of the first image fails, don't make a new skinframe as it
6494 // would cause all future lookups of this to be missing
6495 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6496 if (skinframe && skinframe->base)
6499 Image_StripImageExtension(name, basename, sizeof(basename));
6501 // check for DDS texture file first
6502 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6504 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6505 if (basepixels == NULL)
6509 // FIXME handle miplevel
6511 if (developer_loading.integer)
6512 Con_Printf("loading skin \"%s\"\n", name);
6514 // we've got some pixels to store, so really allocate this new texture now
6516 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6517 skinframe->stain = NULL;
6518 skinframe->merged = NULL;
6519 skinframe->base = NULL;
6520 skinframe->pants = NULL;
6521 skinframe->shirt = NULL;
6522 skinframe->nmap = NULL;
6523 skinframe->gloss = NULL;
6524 skinframe->glow = NULL;
6525 skinframe->fog = NULL;
6526 skinframe->reflect = NULL;
6527 skinframe->hasalpha = false;
6531 skinframe->base = ddsbase;
6532 skinframe->hasalpha = ddshasalpha;
6533 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6534 if (r_loadfog && skinframe->hasalpha)
6535 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6536 //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]);
6540 basepixels_width = image_width;
6541 basepixels_height = image_height;
6542 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6543 if (textureflags & TEXF_ALPHA)
6545 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6547 if (basepixels[j] < 255)
6549 skinframe->hasalpha = true;
6553 if (r_loadfog && skinframe->hasalpha)
6555 // has transparent pixels
6556 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6557 for (j = 0;j < image_width * image_height * 4;j += 4)
6562 pixels[j+3] = basepixels[j+3];
6564 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6568 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6569 //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]);
6570 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6571 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6572 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6573 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6578 mymiplevel = savemiplevel;
6579 if (r_loadnormalmap)
6580 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6581 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6585 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6586 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6589 // _norm is the name used by tenebrae and has been adopted as standard
6590 if (r_loadnormalmap && skinframe->nmap == NULL)
6592 mymiplevel = savemiplevel;
6593 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6595 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6599 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6601 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6602 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6603 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6605 Mem_Free(bumppixels);
6607 else if (r_shadow_bumpscale_basetexture.value > 0)
6609 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6610 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6611 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6614 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6615 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6618 // _luma is supported only for tenebrae compatibility
6619 // _glow is the preferred name
6620 mymiplevel = savemiplevel;
6621 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6623 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6624 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6625 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6626 Mem_Free(pixels);pixels = NULL;
6629 mymiplevel = savemiplevel;
6630 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6632 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6633 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6634 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6639 mymiplevel = savemiplevel;
6640 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6642 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6643 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6644 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6649 mymiplevel = savemiplevel;
6650 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6652 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6654 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6659 mymiplevel = savemiplevel;
6660 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6662 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6663 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6664 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6670 Mem_Free(basepixels);
6675 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6676 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6679 unsigned char *temp1, *temp2;
6680 skinframe_t *skinframe;
6682 if (cls.state == ca_dedicated)
6685 // if already loaded just return it, otherwise make a new skinframe
6686 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6687 if (skinframe && skinframe->base)
6690 skinframe->stain = NULL;
6691 skinframe->merged = NULL;
6692 skinframe->base = NULL;
6693 skinframe->pants = NULL;
6694 skinframe->shirt = NULL;
6695 skinframe->nmap = NULL;
6696 skinframe->gloss = NULL;
6697 skinframe->glow = NULL;
6698 skinframe->fog = NULL;
6699 skinframe->reflect = NULL;
6700 skinframe->hasalpha = false;
6702 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6706 if (developer_loading.integer)
6707 Con_Printf("loading 32bit skin \"%s\"\n", name);
6709 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6711 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6712 temp2 = temp1 + width * height * 4;
6713 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6714 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6717 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6718 if (textureflags & TEXF_ALPHA)
6720 for (i = 3;i < width * height * 4;i += 4)
6722 if (skindata[i] < 255)
6724 skinframe->hasalpha = true;
6728 if (r_loadfog && skinframe->hasalpha)
6730 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6731 memcpy(fogpixels, skindata, width * height * 4);
6732 for (i = 0;i < width * height * 4;i += 4)
6733 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6734 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6735 Mem_Free(fogpixels);
6739 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6740 //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]);
6745 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6749 skinframe_t *skinframe;
6751 if (cls.state == ca_dedicated)
6754 // if already loaded just return it, otherwise make a new skinframe
6755 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6756 if (skinframe && skinframe->base)
6759 skinframe->stain = NULL;
6760 skinframe->merged = NULL;
6761 skinframe->base = NULL;
6762 skinframe->pants = NULL;
6763 skinframe->shirt = NULL;
6764 skinframe->nmap = NULL;
6765 skinframe->gloss = NULL;
6766 skinframe->glow = NULL;
6767 skinframe->fog = NULL;
6768 skinframe->reflect = NULL;
6769 skinframe->hasalpha = false;
6771 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6775 if (developer_loading.integer)
6776 Con_Printf("loading quake skin \"%s\"\n", name);
6778 // 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)
6779 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
6780 memcpy(skinframe->qpixels, skindata, width*height);
6781 skinframe->qwidth = width;
6782 skinframe->qheight = height;
6785 for (i = 0;i < width * height;i++)
6786 featuresmask |= palette_featureflags[skindata[i]];
6788 skinframe->hasalpha = false;
6789 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6790 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6791 skinframe->qgeneratemerged = true;
6792 skinframe->qgeneratebase = skinframe->qhascolormapping;
6793 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6795 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6796 //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]);
6801 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6805 unsigned char *skindata;
6807 if (!skinframe->qpixels)
6810 if (!skinframe->qhascolormapping)
6811 colormapped = false;
6815 if (!skinframe->qgeneratebase)
6820 if (!skinframe->qgeneratemerged)
6824 width = skinframe->qwidth;
6825 height = skinframe->qheight;
6826 skindata = skinframe->qpixels;
6828 if (skinframe->qgeneratenmap)
6830 unsigned char *temp1, *temp2;
6831 skinframe->qgeneratenmap = false;
6832 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6833 temp2 = temp1 + width * height * 4;
6834 // use either a custom palette or the quake palette
6835 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6836 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6837 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6841 if (skinframe->qgenerateglow)
6843 skinframe->qgenerateglow = false;
6844 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6849 skinframe->qgeneratebase = false;
6850 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6851 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6852 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6856 skinframe->qgeneratemerged = false;
6857 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6860 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6862 Mem_Free(skinframe->qpixels);
6863 skinframe->qpixels = NULL;
6867 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)
6870 skinframe_t *skinframe;
6872 if (cls.state == ca_dedicated)
6875 // if already loaded just return it, otherwise make a new skinframe
6876 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6877 if (skinframe && skinframe->base)
6880 skinframe->stain = NULL;
6881 skinframe->merged = NULL;
6882 skinframe->base = NULL;
6883 skinframe->pants = NULL;
6884 skinframe->shirt = NULL;
6885 skinframe->nmap = NULL;
6886 skinframe->gloss = NULL;
6887 skinframe->glow = NULL;
6888 skinframe->fog = NULL;
6889 skinframe->reflect = NULL;
6890 skinframe->hasalpha = false;
6892 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6896 if (developer_loading.integer)
6897 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6899 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6900 if (textureflags & TEXF_ALPHA)
6902 for (i = 0;i < width * height;i++)
6904 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6906 skinframe->hasalpha = true;
6910 if (r_loadfog && skinframe->hasalpha)
6911 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6914 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6915 //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]);
6920 skinframe_t *R_SkinFrame_LoadMissing(void)
6922 skinframe_t *skinframe;
6924 if (cls.state == ca_dedicated)
6927 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6928 skinframe->stain = NULL;
6929 skinframe->merged = NULL;
6930 skinframe->base = NULL;
6931 skinframe->pants = NULL;
6932 skinframe->shirt = NULL;
6933 skinframe->nmap = NULL;
6934 skinframe->gloss = NULL;
6935 skinframe->glow = NULL;
6936 skinframe->fog = NULL;
6937 skinframe->reflect = NULL;
6938 skinframe->hasalpha = false;
6940 skinframe->avgcolor[0] = rand() / RAND_MAX;
6941 skinframe->avgcolor[1] = rand() / RAND_MAX;
6942 skinframe->avgcolor[2] = rand() / RAND_MAX;
6943 skinframe->avgcolor[3] = 1;
6948 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6949 typedef struct suffixinfo_s
6952 qboolean flipx, flipy, flipdiagonal;
6955 static suffixinfo_t suffix[3][6] =
6958 {"px", false, false, false},
6959 {"nx", false, false, false},
6960 {"py", false, false, false},
6961 {"ny", false, false, false},
6962 {"pz", false, false, false},
6963 {"nz", false, false, false}
6966 {"posx", false, false, false},
6967 {"negx", false, false, false},
6968 {"posy", false, false, false},
6969 {"negy", false, false, false},
6970 {"posz", false, false, false},
6971 {"negz", false, false, false}
6974 {"rt", true, false, true},
6975 {"lf", false, true, true},
6976 {"ft", true, true, false},
6977 {"bk", false, false, false},
6978 {"up", true, false, true},
6979 {"dn", true, false, true}
6983 static int componentorder[4] = {0, 1, 2, 3};
6985 rtexture_t *R_LoadCubemap(const char *basename)
6987 int i, j, cubemapsize;
6988 unsigned char *cubemappixels, *image_buffer;
6989 rtexture_t *cubemaptexture;
6991 // must start 0 so the first loadimagepixels has no requested width/height
6993 cubemappixels = NULL;
6994 cubemaptexture = NULL;
6995 // keep trying different suffix groups (posx, px, rt) until one loads
6996 for (j = 0;j < 3 && !cubemappixels;j++)
6998 // load the 6 images in the suffix group
6999 for (i = 0;i < 6;i++)
7001 // generate an image name based on the base and and suffix
7002 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7004 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7006 // an image loaded, make sure width and height are equal
7007 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7009 // if this is the first image to load successfully, allocate the cubemap memory
7010 if (!cubemappixels && image_width >= 1)
7012 cubemapsize = image_width;
7013 // note this clears to black, so unavailable sides are black
7014 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7016 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7018 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);
7021 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7023 Mem_Free(image_buffer);
7027 // if a cubemap loaded, upload it
7030 if (developer_loading.integer)
7031 Con_Printf("loading cubemap \"%s\"\n", basename);
7033 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7034 Mem_Free(cubemappixels);
7038 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7039 if (developer_loading.integer)
7041 Con_Printf("(tried tried images ");
7042 for (j = 0;j < 3;j++)
7043 for (i = 0;i < 6;i++)
7044 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7045 Con_Print(" and was unable to find any of them).\n");
7048 return cubemaptexture;
7051 rtexture_t *R_GetCubemap(const char *basename)
7054 for (i = 0;i < r_texture_numcubemaps;i++)
7055 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7056 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7057 if (i >= MAX_CUBEMAPS)
7058 return r_texture_whitecube;
7059 r_texture_numcubemaps++;
7060 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7061 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7062 return r_texture_cubemaps[i].texture;
7065 void R_FreeCubemaps(void)
7068 for (i = 0;i < r_texture_numcubemaps;i++)
7070 if (developer_loading.integer)
7071 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7072 if (r_texture_cubemaps[i].texture)
7073 R_FreeTexture(r_texture_cubemaps[i].texture);
7075 r_texture_numcubemaps = 0;
7078 void R_Main_FreeViewCache(void)
7080 if (r_refdef.viewcache.entityvisible)
7081 Mem_Free(r_refdef.viewcache.entityvisible);
7082 if (r_refdef.viewcache.world_pvsbits)
7083 Mem_Free(r_refdef.viewcache.world_pvsbits);
7084 if (r_refdef.viewcache.world_leafvisible)
7085 Mem_Free(r_refdef.viewcache.world_leafvisible);
7086 if (r_refdef.viewcache.world_surfacevisible)
7087 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7088 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7091 void R_Main_ResizeViewCache(void)
7093 int numentities = r_refdef.scene.numentities;
7094 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7095 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7096 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7097 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7098 if (r_refdef.viewcache.maxentities < numentities)
7100 r_refdef.viewcache.maxentities = numentities;
7101 if (r_refdef.viewcache.entityvisible)
7102 Mem_Free(r_refdef.viewcache.entityvisible);
7103 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7105 if (r_refdef.viewcache.world_numclusters != numclusters)
7107 r_refdef.viewcache.world_numclusters = numclusters;
7108 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7109 if (r_refdef.viewcache.world_pvsbits)
7110 Mem_Free(r_refdef.viewcache.world_pvsbits);
7111 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7113 if (r_refdef.viewcache.world_numleafs != numleafs)
7115 r_refdef.viewcache.world_numleafs = numleafs;
7116 if (r_refdef.viewcache.world_leafvisible)
7117 Mem_Free(r_refdef.viewcache.world_leafvisible);
7118 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7120 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7122 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7123 if (r_refdef.viewcache.world_surfacevisible)
7124 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7125 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7129 extern rtexture_t *loadingscreentexture;
7130 void gl_main_start(void)
7132 loadingscreentexture = NULL;
7133 r_texture_blanknormalmap = NULL;
7134 r_texture_white = NULL;
7135 r_texture_grey128 = NULL;
7136 r_texture_black = NULL;
7137 r_texture_whitecube = NULL;
7138 r_texture_normalizationcube = NULL;
7139 r_texture_fogattenuation = NULL;
7140 r_texture_fogheighttexture = NULL;
7141 r_texture_gammaramps = NULL;
7142 r_texture_numcubemaps = 0;
7144 r_loaddds = r_texture_dds_load.integer;
7145 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7147 switch(vid.renderpath)
7149 case RENDERPATH_GL20:
7150 case RENDERPATH_CGGL:
7151 case RENDERPATH_D3D9:
7152 case RENDERPATH_D3D10:
7153 case RENDERPATH_D3D11:
7154 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7155 Cvar_SetValueQuick(&gl_combine, 1);
7156 Cvar_SetValueQuick(&r_glsl, 1);
7157 r_loadnormalmap = true;
7161 case RENDERPATH_GL13:
7162 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7163 Cvar_SetValueQuick(&gl_combine, 1);
7164 Cvar_SetValueQuick(&r_glsl, 0);
7165 r_loadnormalmap = false;
7166 r_loadgloss = false;
7169 case RENDERPATH_GL11:
7170 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7171 Cvar_SetValueQuick(&gl_combine, 0);
7172 Cvar_SetValueQuick(&r_glsl, 0);
7173 r_loadnormalmap = false;
7174 r_loadgloss = false;
7180 R_FrameData_Reset();
7184 memset(r_queries, 0, sizeof(r_queries));
7186 r_qwskincache = NULL;
7187 r_qwskincache_size = 0;
7189 // set up r_skinframe loading system for textures
7190 memset(&r_skinframe, 0, sizeof(r_skinframe));
7191 r_skinframe.loadsequence = 1;
7192 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7194 r_main_texturepool = R_AllocTexturePool();
7195 R_BuildBlankTextures();
7197 if (vid.support.arb_texture_cube_map)
7200 R_BuildNormalizationCube();
7202 r_texture_fogattenuation = NULL;
7203 r_texture_fogheighttexture = NULL;
7204 r_texture_gammaramps = NULL;
7205 //r_texture_fogintensity = NULL;
7206 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7207 memset(&r_waterstate, 0, sizeof(r_waterstate));
7208 r_glsl_permutation = NULL;
7209 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7210 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7211 glslshaderstring = NULL;
7213 r_cg_permutation = NULL;
7214 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7215 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7216 cgshaderstring = NULL;
7219 r_hlsl_permutation = NULL;
7220 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7221 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7222 hlslshaderstring = NULL;
7224 memset(&r_svbsp, 0, sizeof (r_svbsp));
7226 r_refdef.fogmasktable_density = 0;
7229 void gl_main_shutdown(void)
7232 R_FrameData_Reset();
7234 R_Main_FreeViewCache();
7236 switch(vid.renderpath)
7238 case RENDERPATH_GL11:
7239 case RENDERPATH_GL13:
7240 case RENDERPATH_GL20:
7241 case RENDERPATH_CGGL:
7243 qglDeleteQueriesARB(r_maxqueries, r_queries);
7245 case RENDERPATH_D3D9:
7246 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7248 case RENDERPATH_D3D10:
7249 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7251 case RENDERPATH_D3D11:
7252 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7258 memset(r_queries, 0, sizeof(r_queries));
7260 r_qwskincache = NULL;
7261 r_qwskincache_size = 0;
7263 // clear out the r_skinframe state
7264 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7265 memset(&r_skinframe, 0, sizeof(r_skinframe));
7268 Mem_Free(r_svbsp.nodes);
7269 memset(&r_svbsp, 0, sizeof (r_svbsp));
7270 R_FreeTexturePool(&r_main_texturepool);
7271 loadingscreentexture = NULL;
7272 r_texture_blanknormalmap = NULL;
7273 r_texture_white = NULL;
7274 r_texture_grey128 = NULL;
7275 r_texture_black = NULL;
7276 r_texture_whitecube = NULL;
7277 r_texture_normalizationcube = NULL;
7278 r_texture_fogattenuation = NULL;
7279 r_texture_fogheighttexture = NULL;
7280 r_texture_gammaramps = NULL;
7281 r_texture_numcubemaps = 0;
7282 //r_texture_fogintensity = NULL;
7283 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7284 memset(&r_waterstate, 0, sizeof(r_waterstate));
7287 r_glsl_permutation = NULL;
7288 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7289 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
7290 glslshaderstring = NULL;
7292 r_cg_permutation = NULL;
7293 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7294 Mem_ExpandableArray_FreeArray(&r_cg_permutationarray);
7295 cgshaderstring = NULL;
7298 r_hlsl_permutation = NULL;
7299 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7300 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
7301 hlslshaderstring = NULL;
7305 extern void CL_ParseEntityLump(char *entitystring);
7306 void gl_main_newmap(void)
7308 // FIXME: move this code to client
7309 char *entities, entname[MAX_QPATH];
7311 Mem_Free(r_qwskincache);
7312 r_qwskincache = NULL;
7313 r_qwskincache_size = 0;
7316 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7317 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7319 CL_ParseEntityLump(entities);
7323 if (cl.worldmodel->brush.entities)
7324 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7326 R_Main_FreeViewCache();
7328 R_FrameData_Reset();
7331 void GL_Main_Init(void)
7333 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7335 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7336 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7337 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7338 if (gamemode == GAME_NEHAHRA)
7340 Cvar_RegisterVariable (&gl_fogenable);
7341 Cvar_RegisterVariable (&gl_fogdensity);
7342 Cvar_RegisterVariable (&gl_fogred);
7343 Cvar_RegisterVariable (&gl_foggreen);
7344 Cvar_RegisterVariable (&gl_fogblue);
7345 Cvar_RegisterVariable (&gl_fogstart);
7346 Cvar_RegisterVariable (&gl_fogend);
7347 Cvar_RegisterVariable (&gl_skyclip);
7349 Cvar_RegisterVariable(&r_motionblur);
7350 Cvar_RegisterVariable(&r_motionblur_maxblur);
7351 Cvar_RegisterVariable(&r_motionblur_bmin);
7352 Cvar_RegisterVariable(&r_motionblur_vmin);
7353 Cvar_RegisterVariable(&r_motionblur_vmax);
7354 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7355 Cvar_RegisterVariable(&r_motionblur_randomize);
7356 Cvar_RegisterVariable(&r_damageblur);
7357 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7358 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7359 Cvar_RegisterVariable(&r_equalize_entities_by);
7360 Cvar_RegisterVariable(&r_equalize_entities_to);
7361 Cvar_RegisterVariable(&r_depthfirst);
7362 Cvar_RegisterVariable(&r_useinfinitefarclip);
7363 Cvar_RegisterVariable(&r_farclip_base);
7364 Cvar_RegisterVariable(&r_farclip_world);
7365 Cvar_RegisterVariable(&r_nearclip);
7366 Cvar_RegisterVariable(&r_showbboxes);
7367 Cvar_RegisterVariable(&r_showsurfaces);
7368 Cvar_RegisterVariable(&r_showtris);
7369 Cvar_RegisterVariable(&r_shownormals);
7370 Cvar_RegisterVariable(&r_showlighting);
7371 Cvar_RegisterVariable(&r_showshadowvolumes);
7372 Cvar_RegisterVariable(&r_showcollisionbrushes);
7373 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7374 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7375 Cvar_RegisterVariable(&r_showdisabledepthtest);
7376 Cvar_RegisterVariable(&r_drawportals);
7377 Cvar_RegisterVariable(&r_drawentities);
7378 Cvar_RegisterVariable(&r_draw2d);
7379 Cvar_RegisterVariable(&r_drawworld);
7380 Cvar_RegisterVariable(&r_cullentities_trace);
7381 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7382 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7383 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7384 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7385 Cvar_RegisterVariable(&r_drawviewmodel);
7386 Cvar_RegisterVariable(&r_drawexteriormodel);
7387 Cvar_RegisterVariable(&r_speeds);
7388 Cvar_RegisterVariable(&r_fullbrights);
7389 Cvar_RegisterVariable(&r_wateralpha);
7390 Cvar_RegisterVariable(&r_dynamic);
7391 Cvar_RegisterVariable(&r_fakelight);
7392 Cvar_RegisterVariable(&r_fakelight_intensity);
7393 Cvar_RegisterVariable(&r_fullbright);
7394 Cvar_RegisterVariable(&r_shadows);
7395 Cvar_RegisterVariable(&r_shadows_darken);
7396 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7397 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7398 Cvar_RegisterVariable(&r_shadows_throwdistance);
7399 Cvar_RegisterVariable(&r_shadows_throwdirection);
7400 Cvar_RegisterVariable(&r_shadows_focus);
7401 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7402 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7403 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7404 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7405 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7406 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7407 Cvar_RegisterVariable(&r_fog_exp2);
7408 Cvar_RegisterVariable(&r_drawfog);
7409 Cvar_RegisterVariable(&r_transparentdepthmasking);
7410 Cvar_RegisterVariable(&r_texture_dds_load);
7411 Cvar_RegisterVariable(&r_texture_dds_save);
7412 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7413 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7414 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7415 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7416 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7417 Cvar_RegisterVariable(&r_textureunits);
7418 Cvar_RegisterVariable(&gl_combine);
7419 Cvar_RegisterVariable(&r_glsl);
7420 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7421 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7422 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7423 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7424 Cvar_RegisterVariable(&r_glsl_postprocess);
7425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7428 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7429 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7430 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7431 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7432 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7434 Cvar_RegisterVariable(&r_water);
7435 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7436 Cvar_RegisterVariable(&r_water_clippingplanebias);
7437 Cvar_RegisterVariable(&r_water_refractdistort);
7438 Cvar_RegisterVariable(&r_water_reflectdistort);
7439 Cvar_RegisterVariable(&r_water_scissormode);
7440 Cvar_RegisterVariable(&r_lerpsprites);
7441 Cvar_RegisterVariable(&r_lerpmodels);
7442 Cvar_RegisterVariable(&r_lerplightstyles);
7443 Cvar_RegisterVariable(&r_waterscroll);
7444 Cvar_RegisterVariable(&r_bloom);
7445 Cvar_RegisterVariable(&r_bloom_colorscale);
7446 Cvar_RegisterVariable(&r_bloom_brighten);
7447 Cvar_RegisterVariable(&r_bloom_blur);
7448 Cvar_RegisterVariable(&r_bloom_resolution);
7449 Cvar_RegisterVariable(&r_bloom_colorexponent);
7450 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7451 Cvar_RegisterVariable(&r_hdr);
7452 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7453 Cvar_RegisterVariable(&r_hdr_glowintensity);
7454 Cvar_RegisterVariable(&r_hdr_range);
7455 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7456 Cvar_RegisterVariable(&developer_texturelogging);
7457 Cvar_RegisterVariable(&gl_lightmaps);
7458 Cvar_RegisterVariable(&r_test);
7459 Cvar_RegisterVariable(&r_glsl_saturation);
7460 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7461 Cvar_RegisterVariable(&r_framedatasize);
7462 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7463 Cvar_SetValue("r_fullbrights", 0);
7464 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7466 Cvar_RegisterVariable(&r_track_sprites);
7467 Cvar_RegisterVariable(&r_track_sprites_flags);
7468 Cvar_RegisterVariable(&r_track_sprites_scalew);
7469 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7470 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7471 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7472 Cvar_RegisterVariable(&r_overheadsprites_scalex);
7473 Cvar_RegisterVariable(&r_overheadsprites_scaley);
7476 extern void R_Textures_Init(void);
7477 extern void GL_Draw_Init(void);
7478 extern void GL_Main_Init(void);
7479 extern void R_Shadow_Init(void);
7480 extern void R_Sky_Init(void);
7481 extern void GL_Surf_Init(void);
7482 extern void R_Particles_Init(void);
7483 extern void R_Explosion_Init(void);
7484 extern void gl_backend_init(void);
7485 extern void Sbar_Init(void);
7486 extern void R_LightningBeams_Init(void);
7487 extern void Mod_RenderInit(void);
7488 extern void Font_Init(void);
7490 void Render_Init(void)
7503 R_LightningBeams_Init();
7512 extern char *ENGINE_EXTENSIONS;
7515 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7516 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7517 gl_version = (const char *)qglGetString(GL_VERSION);
7518 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7522 if (!gl_platformextensions)
7523 gl_platformextensions = "";
7525 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7526 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7527 Con_Printf("GL_VERSION: %s\n", gl_version);
7528 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7529 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7531 VID_CheckExtensions();
7533 // LordHavoc: report supported extensions
7534 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7536 // clear to black (loading plaque will be seen over this)
7537 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7540 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7544 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7546 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7549 p = r_refdef.view.frustum + i;
7554 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7558 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7562 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7566 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7570 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7574 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7578 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7582 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7590 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7594 for (i = 0;i < numplanes;i++)
7601 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7605 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7609 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7613 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7617 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7621 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7625 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7629 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7637 //==================================================================================
7639 // LordHavoc: this stores temporary data used within the same frame
7641 qboolean r_framedata_failed;
7642 static size_t r_framedata_size;
7643 static size_t r_framedata_current;
7644 static void *r_framedata_base;
7646 void R_FrameData_Reset(void)
7648 if (r_framedata_base)
7649 Mem_Free(r_framedata_base);
7650 r_framedata_base = NULL;
7651 r_framedata_size = 0;
7652 r_framedata_current = 0;
7653 r_framedata_failed = false;
7656 void R_FrameData_NewFrame(void)
7659 if (r_framedata_failed)
7660 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7661 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7662 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7663 if (r_framedata_size != wantedsize)
7665 r_framedata_size = wantedsize;
7666 if (r_framedata_base)
7667 Mem_Free(r_framedata_base);
7668 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7670 r_framedata_current = 0;
7671 r_framedata_failed = false;
7674 void *R_FrameData_Alloc(size_t size)
7678 // align to 16 byte boundary
7679 size = (size + 15) & ~15;
7680 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7681 r_framedata_current += size;
7684 if (r_framedata_current > r_framedata_size)
7685 r_framedata_failed = true;
7687 // return NULL on everything after a failure
7688 if (r_framedata_failed)
7694 void *R_FrameData_Store(size_t size, void *data)
7696 void *d = R_FrameData_Alloc(size);
7698 memcpy(d, data, size);
7702 //==================================================================================
7704 // LordHavoc: animcache originally written by Echon, rewritten since then
7707 * Animation cache prevents re-generating mesh data for an animated model
7708 * multiple times in one frame for lighting, shadowing, reflections, etc.
7711 void R_AnimCache_Free(void)
7715 void R_AnimCache_ClearCache(void)
7718 entity_render_t *ent;
7720 for (i = 0;i < r_refdef.scene.numentities;i++)
7722 ent = r_refdef.scene.entities[i];
7723 ent->animcache_vertex3f = NULL;
7724 ent->animcache_normal3f = NULL;
7725 ent->animcache_svector3f = NULL;
7726 ent->animcache_tvector3f = NULL;
7727 ent->animcache_vertexposition = NULL;
7728 ent->animcache_vertexmesh = NULL;
7729 ent->animcache_vertexpositionbuffer = NULL;
7730 ent->animcache_vertexmeshbuffer = NULL;
7734 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7738 // identical memory layout, so no need to allocate...
7739 // this also provides the vertexposition structure to everything, e.g.
7740 // depth masked rendering currently uses it even if having separate
7742 // NOTE: get rid of this optimization if changing it to e.g. 4f
7743 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7746 // get rid of following uses of VERTEXPOSITION, change to the array:
7747 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7748 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7749 // R_DrawTextureSurfaceList_DepthOnly
7750 // R_Q1BSP_DrawShadowMap
7752 switch(vid.renderpath)
7754 case RENDERPATH_GL20:
7755 case RENDERPATH_CGGL:
7756 // need the meshbuffers if !gl_mesh_separatearrays.integer
7757 if (gl_mesh_separatearrays.integer)
7760 case RENDERPATH_D3D9:
7761 case RENDERPATH_D3D10:
7762 case RENDERPATH_D3D11:
7763 // always need the meshbuffers
7765 case RENDERPATH_GL13:
7766 case RENDERPATH_GL11:
7767 // never need the meshbuffers
7771 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7772 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7774 if (!ent->animcache_vertexposition)
7775 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7777 if (ent->animcache_vertexposition)
7780 for (i = 0;i < numvertices;i++)
7781 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7783 // TODO: upload vertex buffer?
7785 if (ent->animcache_vertexmesh)
7787 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7788 for (i = 0;i < numvertices;i++)
7789 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7790 if (ent->animcache_svector3f)
7791 for (i = 0;i < numvertices;i++)
7792 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7793 if (ent->animcache_tvector3f)
7794 for (i = 0;i < numvertices;i++)
7795 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7796 if (ent->animcache_normal3f)
7797 for (i = 0;i < numvertices;i++)
7798 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7799 // TODO: upload vertex buffer?
7803 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7805 dp_model_t *model = ent->model;
7807 // see if it's already cached this frame
7808 if (ent->animcache_vertex3f)
7810 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7811 if (wantnormals || wanttangents)
7813 if (ent->animcache_normal3f)
7814 wantnormals = false;
7815 if (ent->animcache_svector3f)
7816 wanttangents = false;
7817 if (wantnormals || wanttangents)
7819 numvertices = model->surfmesh.num_vertices;
7821 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7824 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7825 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827 if (!r_framedata_failed)
7829 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7830 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7837 // see if this ent is worth caching
7838 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7840 // get some memory for this entity and generate mesh data
7841 numvertices = model->surfmesh.num_vertices;
7842 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7844 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7847 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7848 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7850 if (!r_framedata_failed)
7852 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7853 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7856 return !r_framedata_failed;
7859 void R_AnimCache_CacheVisibleEntities(void)
7862 qboolean wantnormals = true;
7863 qboolean wanttangents = !r_showsurfaces.integer;
7865 switch(vid.renderpath)
7867 case RENDERPATH_GL20:
7868 case RENDERPATH_CGGL:
7869 case RENDERPATH_D3D9:
7870 case RENDERPATH_D3D10:
7871 case RENDERPATH_D3D11:
7873 case RENDERPATH_GL13:
7874 case RENDERPATH_GL11:
7875 wanttangents = false;
7879 if (r_shownormals.integer)
7880 wanttangents = wantnormals = true;
7882 // TODO: thread this
7883 // NOTE: R_PrepareRTLights() also caches entities
7885 for (i = 0;i < r_refdef.scene.numentities;i++)
7886 if (r_refdef.viewcache.entityvisible[i])
7887 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7890 //==================================================================================
7892 static void R_View_UpdateEntityLighting (void)
7895 entity_render_t *ent;
7896 vec3_t tempdiffusenormal, avg;
7897 vec_t f, fa, fd, fdd;
7898 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7900 for (i = 0;i < r_refdef.scene.numentities;i++)
7902 ent = r_refdef.scene.entities[i];
7904 // skip unseen models
7905 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7909 if (ent->model && ent->model->brush.num_leafs)
7911 // TODO: use modellight for r_ambient settings on world?
7912 VectorSet(ent->modellight_ambient, 0, 0, 0);
7913 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7914 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7918 // fetch the lighting from the worldmodel data
7919 VectorClear(ent->modellight_ambient);
7920 VectorClear(ent->modellight_diffuse);
7921 VectorClear(tempdiffusenormal);
7922 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7925 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7927 // complete lightning for lit sprites
7928 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7929 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7931 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7932 org[2] = org[2] + r_overheadsprites_pushback.value;
7933 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7936 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7938 if(ent->flags & RENDER_EQUALIZE)
7940 // first fix up ambient lighting...
7941 if(r_equalize_entities_minambient.value > 0)
7943 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7946 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7947 if(fa < r_equalize_entities_minambient.value * fd)
7950 // fa'/fd' = minambient
7951 // fa'+0.25*fd' = fa+0.25*fd
7953 // fa' = fd' * minambient
7954 // fd'*(0.25+minambient) = fa+0.25*fd
7956 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7957 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7959 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7960 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
7961 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7962 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7967 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7969 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
7970 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7974 // adjust brightness and saturation to target
7975 avg[0] = avg[1] = avg[2] = fa / f;
7976 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
7977 avg[0] = avg[1] = avg[2] = fd / f;
7978 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
7984 VectorSet(ent->modellight_ambient, 1, 1, 1);
7986 // move the light direction into modelspace coordinates for lighting code
7987 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7988 if(VectorLength2(ent->modellight_lightdir) == 0)
7989 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7990 VectorNormalize(ent->modellight_lightdir);
7994 #define MAX_LINEOFSIGHTTRACES 64
7996 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7999 vec3_t boxmins, boxmaxs;
8002 dp_model_t *model = r_refdef.scene.worldmodel;
8004 if (!model || !model->brush.TraceLineOfSight)
8007 // expand the box a little
8008 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
8009 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
8010 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
8011 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
8012 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
8013 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
8015 // return true if eye is inside enlarged box
8016 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
8020 VectorCopy(eye, start);
8021 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
8022 if (model->brush.TraceLineOfSight(model, start, end))
8025 // try various random positions
8026 for (i = 0;i < numsamples;i++)
8028 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8029 if (model->brush.TraceLineOfSight(model, start, end))
8037 static void R_View_UpdateEntityVisible (void)
8042 entity_render_t *ent;
8044 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8045 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8046 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8047 : RENDER_EXTERIORMODEL;
8048 if (!r_drawviewmodel.integer)
8049 renderimask |= RENDER_VIEWMODEL;
8050 if (!r_drawexteriormodel.integer)
8051 renderimask |= RENDER_EXTERIORMODEL;
8052 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8054 // worldmodel can check visibility
8055 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8056 for (i = 0;i < r_refdef.scene.numentities;i++)
8058 ent = r_refdef.scene.entities[i];
8059 if (!(ent->flags & renderimask))
8060 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
8061 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))
8062 r_refdef.viewcache.entityvisible[i] = true;
8064 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8065 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8067 for (i = 0;i < r_refdef.scene.numentities;i++)
8069 ent = r_refdef.scene.entities[i];
8070 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8072 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8074 continue; // temp entities do pvs only
8075 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8076 ent->last_trace_visibility = realtime;
8077 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8078 r_refdef.viewcache.entityvisible[i] = 0;
8085 // no worldmodel or it can't check visibility
8086 for (i = 0;i < r_refdef.scene.numentities;i++)
8088 ent = r_refdef.scene.entities[i];
8089 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));
8094 /// only used if skyrendermasked, and normally returns false
8095 int R_DrawBrushModelsSky (void)
8098 entity_render_t *ent;
8101 for (i = 0;i < r_refdef.scene.numentities;i++)
8103 if (!r_refdef.viewcache.entityvisible[i])
8105 ent = r_refdef.scene.entities[i];
8106 if (!ent->model || !ent->model->DrawSky)
8108 ent->model->DrawSky(ent);
8114 static void R_DrawNoModel(entity_render_t *ent);
8115 static void R_DrawModels(void)
8118 entity_render_t *ent;
8120 for (i = 0;i < r_refdef.scene.numentities;i++)
8122 if (!r_refdef.viewcache.entityvisible[i])
8124 ent = r_refdef.scene.entities[i];
8125 r_refdef.stats.entities++;
8126 if (ent->model && ent->model->Draw != NULL)
8127 ent->model->Draw(ent);
8133 static void R_DrawModelsDepth(void)
8136 entity_render_t *ent;
8138 for (i = 0;i < r_refdef.scene.numentities;i++)
8140 if (!r_refdef.viewcache.entityvisible[i])
8142 ent = r_refdef.scene.entities[i];
8143 if (ent->model && ent->model->DrawDepth != NULL)
8144 ent->model->DrawDepth(ent);
8148 static void R_DrawModelsDebug(void)
8151 entity_render_t *ent;
8153 for (i = 0;i < r_refdef.scene.numentities;i++)
8155 if (!r_refdef.viewcache.entityvisible[i])
8157 ent = r_refdef.scene.entities[i];
8158 if (ent->model && ent->model->DrawDebug != NULL)
8159 ent->model->DrawDebug(ent);
8163 static void R_DrawModelsAddWaterPlanes(void)
8166 entity_render_t *ent;
8168 for (i = 0;i < r_refdef.scene.numentities;i++)
8170 if (!r_refdef.viewcache.entityvisible[i])
8172 ent = r_refdef.scene.entities[i];
8173 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8174 ent->model->DrawAddWaterPlanes(ent);
8178 static void R_View_SetFrustum(const int *scissor)
8181 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8182 vec3_t forward, left, up, origin, v;
8186 // flipped x coordinates (because x points left here)
8187 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8188 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8190 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8191 switch(vid.renderpath)
8193 case RENDERPATH_D3D9:
8194 case RENDERPATH_D3D10:
8195 case RENDERPATH_D3D11:
8196 // non-flipped y coordinates
8197 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8198 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8200 case RENDERPATH_GL11:
8201 case RENDERPATH_GL13:
8202 case RENDERPATH_GL20:
8203 case RENDERPATH_CGGL:
8204 // non-flipped y coordinates
8205 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8206 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8211 // we can't trust r_refdef.view.forward and friends in reflected scenes
8212 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8215 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8216 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8217 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8218 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8219 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8220 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8221 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8222 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8223 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8224 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8225 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8226 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8230 zNear = r_refdef.nearclip;
8231 nudge = 1.0 - 1.0 / (1<<23);
8232 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8233 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8234 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8235 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8236 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8237 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8238 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8239 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8245 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8246 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8247 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8248 r_refdef.view.frustum[0].dist = m[15] - m[12];
8250 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8251 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8252 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8253 r_refdef.view.frustum[1].dist = m[15] + m[12];
8255 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8256 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8257 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8258 r_refdef.view.frustum[2].dist = m[15] - m[13];
8260 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8261 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8262 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8263 r_refdef.view.frustum[3].dist = m[15] + m[13];
8265 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8266 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8267 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8268 r_refdef.view.frustum[4].dist = m[15] - m[14];
8270 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8271 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8272 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8273 r_refdef.view.frustum[5].dist = m[15] + m[14];
8276 if (r_refdef.view.useperspective)
8278 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8279 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8280 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8281 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8282 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8284 // then the normals from the corners relative to origin
8285 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8286 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8287 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8288 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8290 // in a NORMAL view, forward cross left == up
8291 // in a REFLECTED view, forward cross left == down
8292 // so our cross products above need to be adjusted for a left handed coordinate system
8293 CrossProduct(forward, left, v);
8294 if(DotProduct(v, up) < 0)
8296 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8297 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8298 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8299 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8302 // Leaving those out was a mistake, those were in the old code, and they
8303 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8304 // I couldn't reproduce it after adding those normalizations. --blub
8305 VectorNormalize(r_refdef.view.frustum[0].normal);
8306 VectorNormalize(r_refdef.view.frustum[1].normal);
8307 VectorNormalize(r_refdef.view.frustum[2].normal);
8308 VectorNormalize(r_refdef.view.frustum[3].normal);
8310 // make the corners absolute
8311 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8312 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8313 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8314 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8317 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8319 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8320 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8321 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8322 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8323 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8327 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8328 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8329 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8330 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8331 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8332 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8333 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8334 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8335 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8336 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8338 r_refdef.view.numfrustumplanes = 5;
8340 if (r_refdef.view.useclipplane)
8342 r_refdef.view.numfrustumplanes = 6;
8343 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8346 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8347 PlaneClassify(r_refdef.view.frustum + i);
8349 // LordHavoc: note to all quake engine coders, Quake had a special case
8350 // for 90 degrees which assumed a square view (wrong), so I removed it,
8351 // Quake2 has it disabled as well.
8353 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8354 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8355 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8356 //PlaneClassify(&frustum[0]);
8358 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8359 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8360 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8361 //PlaneClassify(&frustum[1]);
8363 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8364 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8365 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8366 //PlaneClassify(&frustum[2]);
8368 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8369 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8370 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8371 //PlaneClassify(&frustum[3]);
8374 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8375 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8376 //PlaneClassify(&frustum[4]);
8379 void R_View_UpdateWithScissor(const int *myscissor)
8381 R_Main_ResizeViewCache();
8382 R_View_SetFrustum(myscissor);
8383 R_View_WorldVisibility(r_refdef.view.useclipplane);
8384 R_View_UpdateEntityVisible();
8385 R_View_UpdateEntityLighting();
8388 void R_View_Update(void)
8390 R_Main_ResizeViewCache();
8391 R_View_SetFrustum(NULL);
8392 R_View_WorldVisibility(r_refdef.view.useclipplane);
8393 R_View_UpdateEntityVisible();
8394 R_View_UpdateEntityLighting();
8397 void R_SetupView(qboolean allowwaterclippingplane)
8399 const float *customclipplane = NULL;
8401 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8403 // LordHavoc: couldn't figure out how to make this approach the
8404 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8405 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8406 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8407 dist = r_refdef.view.clipplane.dist;
8408 plane[0] = r_refdef.view.clipplane.normal[0];
8409 plane[1] = r_refdef.view.clipplane.normal[1];
8410 plane[2] = r_refdef.view.clipplane.normal[2];
8412 customclipplane = plane;
8415 if (!r_refdef.view.useperspective)
8416 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);
8417 else if (vid.stencil && r_useinfinitefarclip.integer)
8418 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);
8420 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);
8421 R_SetViewport(&r_refdef.view.viewport);
8424 void R_EntityMatrix(const matrix4x4_t *matrix)
8426 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8428 gl_modelmatrixchanged = false;
8429 gl_modelmatrix = *matrix;
8430 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8431 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8432 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8433 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8435 switch(vid.renderpath)
8437 case RENDERPATH_D3D9:
8439 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8440 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8443 case RENDERPATH_D3D10:
8444 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8446 case RENDERPATH_D3D11:
8447 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8449 case RENDERPATH_GL20:
8450 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8451 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8452 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8454 case RENDERPATH_CGGL:
8457 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8458 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8459 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8462 case RENDERPATH_GL13:
8463 case RENDERPATH_GL11:
8464 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8470 void R_ResetViewRendering2D(void)
8472 r_viewport_t viewport;
8475 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8476 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);
8477 R_SetViewport(&viewport);
8478 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8479 GL_Color(1, 1, 1, 1);
8480 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8481 GL_BlendFunc(GL_ONE, GL_ZERO);
8482 GL_AlphaTest(false);
8483 GL_ScissorTest(false);
8484 GL_DepthMask(false);
8485 GL_DepthRange(0, 1);
8486 GL_DepthTest(false);
8487 GL_DepthFunc(GL_LEQUAL);
8488 R_EntityMatrix(&identitymatrix);
8489 R_Mesh_ResetTextureState();
8490 GL_PolygonOffset(0, 0);
8491 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8492 switch(vid.renderpath)
8494 case RENDERPATH_GL11:
8495 case RENDERPATH_GL13:
8496 case RENDERPATH_GL20:
8497 case RENDERPATH_CGGL:
8498 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8500 case RENDERPATH_D3D9:
8501 case RENDERPATH_D3D10:
8502 case RENDERPATH_D3D11:
8505 GL_CullFace(GL_NONE);
8508 void R_ResetViewRendering3D(void)
8513 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8514 GL_Color(1, 1, 1, 1);
8515 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8516 GL_BlendFunc(GL_ONE, GL_ZERO);
8517 GL_AlphaTest(false);
8518 GL_ScissorTest(true);
8520 GL_DepthRange(0, 1);
8522 GL_DepthFunc(GL_LEQUAL);
8523 R_EntityMatrix(&identitymatrix);
8524 R_Mesh_ResetTextureState();
8525 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8526 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8527 switch(vid.renderpath)
8529 case RENDERPATH_GL11:
8530 case RENDERPATH_GL13:
8531 case RENDERPATH_GL20:
8532 case RENDERPATH_CGGL:
8533 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8535 case RENDERPATH_D3D9:
8536 case RENDERPATH_D3D10:
8537 case RENDERPATH_D3D11:
8540 GL_CullFace(r_refdef.view.cullface_back);
8545 R_RenderView_UpdateViewVectors
8548 static void R_RenderView_UpdateViewVectors(void)
8550 // break apart the view matrix into vectors for various purposes
8551 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8552 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8553 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8554 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8555 // make an inverted copy of the view matrix for tracking sprites
8556 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8559 void R_RenderScene(void);
8560 void R_RenderWaterPlanes(void);
8562 static void R_Water_StartFrame(void)
8565 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8566 r_waterstate_waterplane_t *p;
8568 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8571 switch(vid.renderpath)
8573 case RENDERPATH_GL20:
8574 case RENDERPATH_CGGL:
8575 case RENDERPATH_D3D9:
8576 case RENDERPATH_D3D10:
8577 case RENDERPATH_D3D11:
8579 case RENDERPATH_GL13:
8580 case RENDERPATH_GL11:
8584 // set waterwidth and waterheight to the water resolution that will be
8585 // used (often less than the screen resolution for faster rendering)
8586 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8587 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8589 // calculate desired texture sizes
8590 // can't use water if the card does not support the texture size
8591 if (!r_water.integer || r_showsurfaces.integer)
8592 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8593 else if (vid.support.arb_texture_non_power_of_two)
8595 texturewidth = waterwidth;
8596 textureheight = waterheight;
8597 camerawidth = waterwidth;
8598 cameraheight = waterheight;
8602 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8603 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8604 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8605 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8608 // allocate textures as needed
8609 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8611 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8612 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8614 if (p->texture_refraction)
8615 R_FreeTexture(p->texture_refraction);
8616 p->texture_refraction = NULL;
8617 if (p->texture_reflection)
8618 R_FreeTexture(p->texture_reflection);
8619 p->texture_reflection = NULL;
8620 if (p->texture_camera)
8621 R_FreeTexture(p->texture_camera);
8622 p->texture_camera = NULL;
8624 memset(&r_waterstate, 0, sizeof(r_waterstate));
8625 r_waterstate.texturewidth = texturewidth;
8626 r_waterstate.textureheight = textureheight;
8627 r_waterstate.camerawidth = camerawidth;
8628 r_waterstate.cameraheight = cameraheight;
8631 if (r_waterstate.texturewidth)
8633 r_waterstate.enabled = true;
8635 // when doing a reduced render (HDR) we want to use a smaller area
8636 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8637 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8639 // set up variables that will be used in shader setup
8640 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8641 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8642 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8643 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8646 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8647 r_waterstate.numwaterplanes = 0;
8650 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8652 int triangleindex, planeindex;
8658 r_waterstate_waterplane_t *p;
8659 texture_t *t = R_GetCurrentTexture(surface->texture);
8661 // just use the first triangle with a valid normal for any decisions
8662 VectorClear(normal);
8663 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8665 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8666 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8667 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8668 TriangleNormal(vert[0], vert[1], vert[2], normal);
8669 if (VectorLength2(normal) >= 0.001)
8673 VectorCopy(normal, plane.normal);
8674 VectorNormalize(plane.normal);
8675 plane.dist = DotProduct(vert[0], plane.normal);
8676 PlaneClassify(&plane);
8677 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8679 // skip backfaces (except if nocullface is set)
8680 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8682 VectorNegate(plane.normal, plane.normal);
8684 PlaneClassify(&plane);
8688 // find a matching plane if there is one
8689 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8690 if(p->camera_entity == t->camera_entity)
8691 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8693 if (planeindex >= r_waterstate.maxwaterplanes)
8694 return; // nothing we can do, out of planes
8696 // if this triangle does not fit any known plane rendered this frame, add one
8697 if (planeindex >= r_waterstate.numwaterplanes)
8699 // store the new plane
8700 r_waterstate.numwaterplanes++;
8702 // clear materialflags and pvs
8703 p->materialflags = 0;
8704 p->pvsvalid = false;
8705 p->camera_entity = t->camera_entity;
8706 VectorCopy(surface->mins, p->mins);
8707 VectorCopy(surface->maxs, p->maxs);
8712 p->mins[0] = min(p->mins[0], surface->mins[0]);
8713 p->mins[1] = min(p->mins[1], surface->mins[1]);
8714 p->mins[2] = min(p->mins[2], surface->mins[2]);
8715 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8716 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8717 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8719 // merge this surface's materialflags into the waterplane
8720 p->materialflags |= t->currentmaterialflags;
8721 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8723 // merge this surface's PVS into the waterplane
8724 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8725 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8726 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8728 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8734 static void R_Water_ProcessPlanes(void)
8737 r_refdef_view_t originalview;
8738 r_refdef_view_t myview;
8740 r_waterstate_waterplane_t *p;
8743 originalview = r_refdef.view;
8745 // make sure enough textures are allocated
8746 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8748 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8750 if (!p->texture_refraction)
8751 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8752 if (!p->texture_refraction)
8755 else if (p->materialflags & MATERIALFLAG_CAMERA)
8757 if (!p->texture_camera)
8758 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8759 if (!p->texture_camera)
8763 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8765 if (!p->texture_reflection)
8766 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8767 if (!p->texture_reflection)
8773 r_refdef.view = originalview;
8774 r_refdef.view.showdebug = false;
8775 r_refdef.view.width = r_waterstate.waterwidth;
8776 r_refdef.view.height = r_waterstate.waterheight;
8777 r_refdef.view.useclipplane = true;
8778 myview = r_refdef.view;
8779 r_waterstate.renderingscene = true;
8780 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8782 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8784 r_refdef.view = myview;
8785 if(r_water_scissormode.integer)
8788 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8789 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8792 // render reflected scene and copy into texture
8793 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8794 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8795 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8796 r_refdef.view.clipplane = p->plane;
8798 // reverse the cullface settings for this render
8799 r_refdef.view.cullface_front = GL_FRONT;
8800 r_refdef.view.cullface_back = GL_BACK;
8801 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8803 r_refdef.view.usecustompvs = true;
8805 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8807 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8810 R_ResetViewRendering3D();
8811 R_ClearScreen(r_refdef.fogenabled);
8812 if(r_water_scissormode.integer & 2)
8813 R_View_UpdateWithScissor(myscissor);
8816 if(r_water_scissormode.integer & 1)
8817 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8820 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);
8823 // render the normal view scene and copy into texture
8824 // (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)
8825 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8827 r_refdef.view = myview;
8828 if(r_water_scissormode.integer)
8831 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8832 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8835 r_waterstate.renderingrefraction = true;
8837 r_refdef.view.clipplane = p->plane;
8838 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8839 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8841 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8843 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8844 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8845 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8846 R_RenderView_UpdateViewVectors();
8847 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8849 r_refdef.view.usecustompvs = true;
8850 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);
8854 PlaneClassify(&r_refdef.view.clipplane);
8856 R_ResetViewRendering3D();
8857 R_ClearScreen(r_refdef.fogenabled);
8858 if(r_water_scissormode.integer & 2)
8859 R_View_UpdateWithScissor(myscissor);
8862 if(r_water_scissormode.integer & 1)
8863 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8866 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);
8867 r_waterstate.renderingrefraction = false;
8869 else if (p->materialflags & MATERIALFLAG_CAMERA)
8871 r_refdef.view = myview;
8873 r_refdef.view.clipplane = p->plane;
8874 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8875 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8877 r_refdef.view.width = r_waterstate.camerawidth;
8878 r_refdef.view.height = r_waterstate.cameraheight;
8879 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8880 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8882 if(p->camera_entity)
8884 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8885 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8888 // note: all of the view is used for displaying... so
8889 // there is no use in scissoring
8891 // reverse the cullface settings for this render
8892 r_refdef.view.cullface_front = GL_FRONT;
8893 r_refdef.view.cullface_back = GL_BACK;
8894 // also reverse the view matrix
8895 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8896 R_RenderView_UpdateViewVectors();
8897 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8899 r_refdef.view.usecustompvs = true;
8900 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);
8903 // camera needs no clipplane
8904 r_refdef.view.useclipplane = false;
8906 PlaneClassify(&r_refdef.view.clipplane);
8908 R_ResetViewRendering3D();
8909 R_ClearScreen(r_refdef.fogenabled);
8913 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);
8914 r_waterstate.renderingrefraction = false;
8918 r_waterstate.renderingscene = false;
8919 r_refdef.view = originalview;
8920 R_ResetViewRendering3D();
8921 R_ClearScreen(r_refdef.fogenabled);
8925 r_refdef.view = originalview;
8926 r_waterstate.renderingscene = false;
8927 Cvar_SetValueQuick(&r_water, 0);
8928 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8932 void R_Bloom_StartFrame(void)
8934 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8936 switch(vid.renderpath)
8938 case RENDERPATH_GL20:
8939 case RENDERPATH_CGGL:
8940 case RENDERPATH_D3D9:
8941 case RENDERPATH_D3D10:
8942 case RENDERPATH_D3D11:
8944 case RENDERPATH_GL13:
8945 case RENDERPATH_GL11:
8949 // set bloomwidth and bloomheight to the bloom resolution that will be
8950 // used (often less than the screen resolution for faster rendering)
8951 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8952 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8953 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8954 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8955 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8957 // calculate desired texture sizes
8958 if (vid.support.arb_texture_non_power_of_two)
8960 screentexturewidth = r_refdef.view.width;
8961 screentextureheight = r_refdef.view.height;
8962 bloomtexturewidth = r_bloomstate.bloomwidth;
8963 bloomtextureheight = r_bloomstate.bloomheight;
8967 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8968 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8969 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8970 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8973 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))
8975 Cvar_SetValueQuick(&r_hdr, 0);
8976 Cvar_SetValueQuick(&r_bloom, 0);
8977 Cvar_SetValueQuick(&r_motionblur, 0);
8978 Cvar_SetValueQuick(&r_damageblur, 0);
8981 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)))
8982 screentexturewidth = screentextureheight = 0;
8983 if (!r_hdr.integer && !r_bloom.integer)
8984 bloomtexturewidth = bloomtextureheight = 0;
8986 // allocate textures as needed
8987 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8989 if (r_bloomstate.texture_screen)
8990 R_FreeTexture(r_bloomstate.texture_screen);
8991 r_bloomstate.texture_screen = NULL;
8992 r_bloomstate.screentexturewidth = screentexturewidth;
8993 r_bloomstate.screentextureheight = screentextureheight;
8994 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8995 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8997 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8999 if (r_bloomstate.texture_bloom)
9000 R_FreeTexture(r_bloomstate.texture_bloom);
9001 r_bloomstate.texture_bloom = NULL;
9002 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
9003 r_bloomstate.bloomtextureheight = bloomtextureheight;
9004 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
9005 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
9008 // when doing a reduced render (HDR) we want to use a smaller area
9009 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
9010 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
9011 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
9012 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
9013 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
9015 // set up a texcoord array for the full resolution screen image
9016 // (we have to keep this around to copy back during final render)
9017 r_bloomstate.screentexcoord2f[0] = 0;
9018 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9019 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9020 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9021 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9022 r_bloomstate.screentexcoord2f[5] = 0;
9023 r_bloomstate.screentexcoord2f[6] = 0;
9024 r_bloomstate.screentexcoord2f[7] = 0;
9026 // set up a texcoord array for the reduced resolution bloom image
9027 // (which will be additive blended over the screen image)
9028 r_bloomstate.bloomtexcoord2f[0] = 0;
9029 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9030 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9031 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9032 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9033 r_bloomstate.bloomtexcoord2f[5] = 0;
9034 r_bloomstate.bloomtexcoord2f[6] = 0;
9035 r_bloomstate.bloomtexcoord2f[7] = 0;
9037 switch(vid.renderpath)
9039 case RENDERPATH_GL11:
9040 case RENDERPATH_GL13:
9041 case RENDERPATH_GL20:
9042 case RENDERPATH_CGGL:
9044 case RENDERPATH_D3D9:
9045 case RENDERPATH_D3D10:
9046 case RENDERPATH_D3D11:
9049 for (i = 0;i < 4;i++)
9051 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9052 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9053 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9054 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9060 if (r_hdr.integer || r_bloom.integer)
9062 r_bloomstate.enabled = true;
9063 r_bloomstate.hdr = r_hdr.integer != 0;
9066 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);
9069 void R_Bloom_CopyBloomTexture(float colorscale)
9071 r_refdef.stats.bloom++;
9073 // scale down screen texture to the bloom texture size
9075 R_SetViewport(&r_bloomstate.viewport);
9076 GL_BlendFunc(GL_ONE, GL_ZERO);
9077 GL_Color(colorscale, colorscale, colorscale, 1);
9078 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9079 switch(vid.renderpath)
9081 case RENDERPATH_GL11:
9082 case RENDERPATH_GL13:
9083 case RENDERPATH_GL20:
9084 case RENDERPATH_CGGL:
9085 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9087 case RENDERPATH_D3D9:
9088 case RENDERPATH_D3D10:
9089 case RENDERPATH_D3D11:
9090 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9093 // TODO: do boxfilter scale-down in shader?
9094 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9095 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9096 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9098 // we now have a bloom image in the framebuffer
9099 // copy it into the bloom image texture for later processing
9100 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);
9101 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9104 void R_Bloom_CopyHDRTexture(void)
9106 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);
9107 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9110 void R_Bloom_MakeTexture(void)
9113 float xoffset, yoffset, r, brighten;
9115 r_refdef.stats.bloom++;
9117 R_ResetViewRendering2D();
9119 // we have a bloom image in the framebuffer
9121 R_SetViewport(&r_bloomstate.viewport);
9123 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9126 r = bound(0, r_bloom_colorexponent.value / x, 1);
9127 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9129 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9130 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9131 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9132 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9134 // copy the vertically blurred bloom view to a texture
9135 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);
9136 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9139 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9140 brighten = r_bloom_brighten.value;
9142 brighten *= r_hdr_range.value;
9143 brighten = sqrt(brighten);
9145 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9146 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9148 for (dir = 0;dir < 2;dir++)
9150 // blend on at multiple vertical offsets to achieve a vertical blur
9151 // TODO: do offset blends using GLSL
9152 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9153 GL_BlendFunc(GL_ONE, GL_ZERO);
9154 for (x = -range;x <= range;x++)
9156 if (!dir){xoffset = 0;yoffset = x;}
9157 else {xoffset = x;yoffset = 0;}
9158 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9159 yoffset /= (float)r_bloomstate.bloomtextureheight;
9160 // compute a texcoord array with the specified x and y offset
9161 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9162 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9163 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9164 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9165 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9166 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9167 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9168 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9169 // this r value looks like a 'dot' particle, fading sharply to
9170 // black at the edges
9171 // (probably not realistic but looks good enough)
9172 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9173 //r = brighten/(range*2+1);
9174 r = brighten / (range * 2 + 1);
9176 r *= (1 - x*x/(float)(range*range));
9177 GL_Color(r, r, r, 1);
9178 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9180 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9181 GL_BlendFunc(GL_ONE, GL_ONE);
9184 // copy the vertically blurred bloom view to a texture
9185 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);
9186 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9190 void R_HDR_RenderBloomTexture(void)
9192 int oldwidth, oldheight;
9193 float oldcolorscale;
9196 oldwaterstate = r_waterstate.enabled;
9197 oldcolorscale = r_refdef.view.colorscale;
9198 oldwidth = r_refdef.view.width;
9199 oldheight = r_refdef.view.height;
9200 r_refdef.view.width = r_bloomstate.bloomwidth;
9201 r_refdef.view.height = r_bloomstate.bloomheight;
9203 if(r_hdr.integer < 2)
9204 r_waterstate.enabled = false;
9206 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9207 // TODO: add exposure compensation features
9208 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9210 r_refdef.view.showdebug = false;
9211 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9213 R_ResetViewRendering3D();
9215 R_ClearScreen(r_refdef.fogenabled);
9216 if (r_timereport_active)
9217 R_TimeReport("HDRclear");
9220 if (r_timereport_active)
9221 R_TimeReport("visibility");
9223 // only do secondary renders with HDR if r_hdr is 2 or higher
9224 r_waterstate.numwaterplanes = 0;
9225 if (r_waterstate.enabled)
9226 R_RenderWaterPlanes();
9228 r_refdef.view.showdebug = true;
9230 r_waterstate.numwaterplanes = 0;
9232 R_ResetViewRendering2D();
9234 R_Bloom_CopyHDRTexture();
9235 R_Bloom_MakeTexture();
9237 // restore the view settings
9238 r_waterstate.enabled = oldwaterstate;
9239 r_refdef.view.width = oldwidth;
9240 r_refdef.view.height = oldheight;
9241 r_refdef.view.colorscale = oldcolorscale;
9243 R_ResetViewRendering3D();
9245 R_ClearScreen(r_refdef.fogenabled);
9246 if (r_timereport_active)
9247 R_TimeReport("viewclear");
9250 static void R_BlendView(void)
9252 unsigned int permutation;
9253 float uservecs[4][4];
9255 switch (vid.renderpath)
9257 case RENDERPATH_GL20:
9258 case RENDERPATH_CGGL:
9259 case RENDERPATH_D3D9:
9260 case RENDERPATH_D3D10:
9261 case RENDERPATH_D3D11:
9263 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9264 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9265 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9266 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9267 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9269 if (r_bloomstate.texture_screen)
9271 // make sure the buffer is available
9272 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9274 R_ResetViewRendering2D();
9276 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9278 // declare variables
9280 static float avgspeed;
9282 speed = VectorLength(cl.movement_velocity);
9284 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9285 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9287 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9288 speed = bound(0, speed, 1);
9289 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9291 // calculate values into a standard alpha
9292 cl.motionbluralpha = 1 - exp(-
9294 (r_motionblur.value * speed / 80)
9296 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9299 max(0.0001, cl.time - cl.oldtime) // fps independent
9302 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9303 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9305 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9307 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9308 GL_Color(1, 1, 1, cl.motionbluralpha);
9309 switch(vid.renderpath)
9311 case RENDERPATH_GL11:
9312 case RENDERPATH_GL13:
9313 case RENDERPATH_GL20:
9314 case RENDERPATH_CGGL:
9315 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9317 case RENDERPATH_D3D9:
9318 case RENDERPATH_D3D10:
9319 case RENDERPATH_D3D11:
9320 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9323 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9324 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9325 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9329 // copy view into the screen texture
9330 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);
9331 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9333 else if (!r_bloomstate.texture_bloom)
9335 // we may still have to do view tint...
9336 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9338 // apply a color tint to the whole view
9339 R_ResetViewRendering2D();
9340 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9341 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9342 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9344 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9346 break; // no screen processing, no bloom, skip it
9349 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9351 // render simple bloom effect
9352 // copy the screen and shrink it and darken it for the bloom process
9353 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9354 // make the bloom texture
9355 R_Bloom_MakeTexture();
9358 #if _MSC_VER >= 1400
9359 #define sscanf sscanf_s
9361 memset(uservecs, 0, sizeof(uservecs));
9362 if (r_glsl_postprocess_uservec1_enable.integer)
9363 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9364 if (r_glsl_postprocess_uservec2_enable.integer)
9365 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9366 if (r_glsl_postprocess_uservec3_enable.integer)
9367 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9368 if (r_glsl_postprocess_uservec4_enable.integer)
9369 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9371 R_ResetViewRendering2D();
9372 GL_Color(1, 1, 1, 1);
9373 GL_BlendFunc(GL_ONE, GL_ZERO);
9375 switch(vid.renderpath)
9377 case RENDERPATH_GL20:
9378 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9379 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9380 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9381 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9382 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9383 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]);
9384 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9385 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]);
9386 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]);
9387 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]);
9388 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]);
9389 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9390 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9391 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9393 case RENDERPATH_CGGL:
9395 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9396 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9397 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9398 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9399 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9400 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
9401 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9402 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
9403 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
9404 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
9405 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
9406 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9407 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9408 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9411 case RENDERPATH_D3D9:
9413 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9414 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9415 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9416 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9417 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9418 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9419 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9420 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9421 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9422 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9423 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9424 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9425 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9426 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9427 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9430 case RENDERPATH_D3D10:
9431 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9433 case RENDERPATH_D3D11:
9434 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9439 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9440 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9442 case RENDERPATH_GL13:
9443 case RENDERPATH_GL11:
9444 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9446 // apply a color tint to the whole view
9447 R_ResetViewRendering2D();
9448 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9449 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9450 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9452 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9458 matrix4x4_t r_waterscrollmatrix;
9460 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9462 if (r_refdef.fog_density)
9464 r_refdef.fogcolor[0] = r_refdef.fog_red;
9465 r_refdef.fogcolor[1] = r_refdef.fog_green;
9466 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9468 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9469 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9470 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9471 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9475 VectorCopy(r_refdef.fogcolor, fogvec);
9476 // color.rgb *= ContrastBoost * SceneBrightness;
9477 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9478 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9479 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9480 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9485 void R_UpdateVariables(void)
9489 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9491 r_refdef.farclip = r_farclip_base.value;
9492 if (r_refdef.scene.worldmodel)
9493 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9494 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9496 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9497 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9498 r_refdef.polygonfactor = 0;
9499 r_refdef.polygonoffset = 0;
9500 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9501 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9503 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9504 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9505 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9506 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9507 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9508 if (FAKELIGHT_ENABLED)
9510 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9512 if (r_showsurfaces.integer)
9514 r_refdef.scene.rtworld = false;
9515 r_refdef.scene.rtworldshadows = false;
9516 r_refdef.scene.rtdlight = false;
9517 r_refdef.scene.rtdlightshadows = false;
9518 r_refdef.lightmapintensity = 0;
9521 if (gamemode == GAME_NEHAHRA)
9523 if (gl_fogenable.integer)
9525 r_refdef.oldgl_fogenable = true;
9526 r_refdef.fog_density = gl_fogdensity.value;
9527 r_refdef.fog_red = gl_fogred.value;
9528 r_refdef.fog_green = gl_foggreen.value;
9529 r_refdef.fog_blue = gl_fogblue.value;
9530 r_refdef.fog_alpha = 1;
9531 r_refdef.fog_start = 0;
9532 r_refdef.fog_end = gl_skyclip.value;
9533 r_refdef.fog_height = 1<<30;
9534 r_refdef.fog_fadedepth = 128;
9536 else if (r_refdef.oldgl_fogenable)
9538 r_refdef.oldgl_fogenable = false;
9539 r_refdef.fog_density = 0;
9540 r_refdef.fog_red = 0;
9541 r_refdef.fog_green = 0;
9542 r_refdef.fog_blue = 0;
9543 r_refdef.fog_alpha = 0;
9544 r_refdef.fog_start = 0;
9545 r_refdef.fog_end = 0;
9546 r_refdef.fog_height = 1<<30;
9547 r_refdef.fog_fadedepth = 128;
9551 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9552 r_refdef.fog_start = max(0, r_refdef.fog_start);
9553 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9555 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9557 if (r_refdef.fog_density && r_drawfog.integer)
9559 r_refdef.fogenabled = true;
9560 // this is the point where the fog reaches 0.9986 alpha, which we
9561 // consider a good enough cutoff point for the texture
9562 // (0.9986 * 256 == 255.6)
9563 if (r_fog_exp2.integer)
9564 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9566 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9567 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9568 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9569 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9570 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9571 R_BuildFogHeightTexture();
9572 // fog color was already set
9573 // update the fog texture
9574 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)
9575 R_BuildFogTexture();
9576 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9577 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9580 r_refdef.fogenabled = false;
9582 switch(vid.renderpath)
9584 case RENDERPATH_GL20:
9585 case RENDERPATH_CGGL:
9586 case RENDERPATH_D3D9:
9587 case RENDERPATH_D3D10:
9588 case RENDERPATH_D3D11:
9589 if(v_glslgamma.integer && !vid_gammatables_trivial)
9591 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9593 // build GLSL gamma texture
9594 #define RAMPWIDTH 256
9595 unsigned short ramp[RAMPWIDTH * 3];
9596 unsigned char rampbgr[RAMPWIDTH][4];
9599 r_texture_gammaramps_serial = vid_gammatables_serial;
9601 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9602 for(i = 0; i < RAMPWIDTH; ++i)
9604 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9605 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9606 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9609 if (r_texture_gammaramps)
9611 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9615 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9621 // remove GLSL gamma texture
9624 case RENDERPATH_GL13:
9625 case RENDERPATH_GL11:
9630 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9631 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9637 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9638 if( scenetype != r_currentscenetype ) {
9639 // store the old scenetype
9640 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9641 r_currentscenetype = scenetype;
9642 // move in the new scene
9643 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9652 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9654 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9655 if( scenetype == r_currentscenetype ) {
9656 return &r_refdef.scene;
9658 return &r_scenes_store[ scenetype ];
9667 void R_RenderView(void)
9669 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9670 if (r_timereport_active)
9671 R_TimeReport("start");
9672 r_textureframe++; // used only by R_GetCurrentTexture
9673 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9675 if(R_CompileShader_CheckStaticParms())
9678 if (!r_drawentities.integer)
9679 r_refdef.scene.numentities = 0;
9681 R_AnimCache_ClearCache();
9682 R_FrameData_NewFrame();
9684 /* adjust for stereo display */
9685 if(R_Stereo_Active())
9687 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9688 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9691 if (r_refdef.view.isoverlay)
9693 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9694 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9695 R_TimeReport("depthclear");
9697 r_refdef.view.showdebug = false;
9699 r_waterstate.enabled = false;
9700 r_waterstate.numwaterplanes = 0;
9704 r_refdef.view.matrix = originalmatrix;
9710 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9712 r_refdef.view.matrix = originalmatrix;
9713 return; //Host_Error ("R_RenderView: NULL worldmodel");
9716 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9718 R_RenderView_UpdateViewVectors();
9720 R_Shadow_UpdateWorldLightSelection();
9722 R_Bloom_StartFrame();
9723 R_Water_StartFrame();
9726 if (r_timereport_active)
9727 R_TimeReport("viewsetup");
9729 R_ResetViewRendering3D();
9731 if (r_refdef.view.clear || r_refdef.fogenabled)
9733 R_ClearScreen(r_refdef.fogenabled);
9734 if (r_timereport_active)
9735 R_TimeReport("viewclear");
9737 r_refdef.view.clear = true;
9739 // this produces a bloom texture to be used in R_BlendView() later
9740 if (r_hdr.integer && r_bloomstate.bloomwidth)
9742 R_HDR_RenderBloomTexture();
9743 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9744 r_textureframe++; // used only by R_GetCurrentTexture
9747 r_refdef.view.showdebug = true;
9750 if (r_timereport_active)
9751 R_TimeReport("visibility");
9753 r_waterstate.numwaterplanes = 0;
9754 if (r_waterstate.enabled)
9755 R_RenderWaterPlanes();
9758 r_waterstate.numwaterplanes = 0;
9761 if (r_timereport_active)
9762 R_TimeReport("blendview");
9764 GL_Scissor(0, 0, vid.width, vid.height);
9765 GL_ScissorTest(false);
9767 r_refdef.view.matrix = originalmatrix;
9772 void R_RenderWaterPlanes(void)
9774 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9776 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9777 if (r_timereport_active)
9778 R_TimeReport("waterworld");
9781 // don't let sound skip if going slow
9782 if (r_refdef.scene.extraupdate)
9785 R_DrawModelsAddWaterPlanes();
9786 if (r_timereport_active)
9787 R_TimeReport("watermodels");
9789 if (r_waterstate.numwaterplanes)
9791 R_Water_ProcessPlanes();
9792 if (r_timereport_active)
9793 R_TimeReport("waterscenes");
9797 extern void R_DrawLightningBeams (void);
9798 extern void VM_CL_AddPolygonsToMeshQueue (void);
9799 extern void R_DrawPortals (void);
9800 extern cvar_t cl_locs_show;
9801 static void R_DrawLocs(void);
9802 static void R_DrawEntityBBoxes(void);
9803 static void R_DrawModelDecals(void);
9804 extern void R_DrawModelShadows(void);
9805 extern void R_DrawModelShadowMaps(void);
9806 extern cvar_t cl_decals_newsystem;
9807 extern qboolean r_shadow_usingdeferredprepass;
9808 void R_RenderScene(void)
9810 qboolean shadowmapping = false;
9812 if (r_timereport_active)
9813 R_TimeReport("beginscene");
9815 r_refdef.stats.renders++;
9819 // don't let sound skip if going slow
9820 if (r_refdef.scene.extraupdate)
9823 R_MeshQueue_BeginScene();
9827 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);
9829 if (r_timereport_active)
9830 R_TimeReport("skystartframe");
9832 if (cl.csqc_vidvars.drawworld)
9834 // don't let sound skip if going slow
9835 if (r_refdef.scene.extraupdate)
9838 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9840 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9841 if (r_timereport_active)
9842 R_TimeReport("worldsky");
9845 if (R_DrawBrushModelsSky() && r_timereport_active)
9846 R_TimeReport("bmodelsky");
9848 if (skyrendermasked && skyrenderlater)
9850 // we have to force off the water clipping plane while rendering sky
9854 if (r_timereport_active)
9855 R_TimeReport("sky");
9859 R_AnimCache_CacheVisibleEntities();
9860 if (r_timereport_active)
9861 R_TimeReport("animation");
9863 R_Shadow_PrepareLights();
9864 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9865 R_Shadow_PrepareModelShadows();
9866 if (r_timereport_active)
9867 R_TimeReport("preparelights");
9869 if (R_Shadow_ShadowMappingEnabled())
9870 shadowmapping = true;
9872 if (r_shadow_usingdeferredprepass)
9873 R_Shadow_DrawPrepass();
9875 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9877 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9878 if (r_timereport_active)
9879 R_TimeReport("worlddepth");
9881 if (r_depthfirst.integer >= 2)
9883 R_DrawModelsDepth();
9884 if (r_timereport_active)
9885 R_TimeReport("modeldepth");
9888 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9890 R_DrawModelShadowMaps();
9891 R_ResetViewRendering3D();
9892 // don't let sound skip if going slow
9893 if (r_refdef.scene.extraupdate)
9897 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9899 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9900 if (r_timereport_active)
9901 R_TimeReport("world");
9904 // don't let sound skip if going slow
9905 if (r_refdef.scene.extraupdate)
9909 if (r_timereport_active)
9910 R_TimeReport("models");
9912 // don't let sound skip if going slow
9913 if (r_refdef.scene.extraupdate)
9916 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9918 R_DrawModelShadows();
9919 R_ResetViewRendering3D();
9920 // don't let sound skip if going slow
9921 if (r_refdef.scene.extraupdate)
9925 if (!r_shadow_usingdeferredprepass)
9927 R_Shadow_DrawLights();
9928 if (r_timereport_active)
9929 R_TimeReport("rtlights");
9932 // don't let sound skip if going slow
9933 if (r_refdef.scene.extraupdate)
9936 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9938 R_DrawModelShadows();
9939 R_ResetViewRendering3D();
9940 // don't let sound skip if going slow
9941 if (r_refdef.scene.extraupdate)
9945 if (cl.csqc_vidvars.drawworld)
9947 if (cl_decals_newsystem.integer)
9949 R_DrawModelDecals();
9950 if (r_timereport_active)
9951 R_TimeReport("modeldecals");
9956 if (r_timereport_active)
9957 R_TimeReport("decals");
9961 if (r_timereport_active)
9962 R_TimeReport("particles");
9965 if (r_timereport_active)
9966 R_TimeReport("explosions");
9968 R_DrawLightningBeams();
9969 if (r_timereport_active)
9970 R_TimeReport("lightning");
9973 VM_CL_AddPolygonsToMeshQueue();
9975 if (r_refdef.view.showdebug)
9977 if (cl_locs_show.integer)
9980 if (r_timereport_active)
9981 R_TimeReport("showlocs");
9984 if (r_drawportals.integer)
9987 if (r_timereport_active)
9988 R_TimeReport("portals");
9991 if (r_showbboxes.value > 0)
9993 R_DrawEntityBBoxes();
9994 if (r_timereport_active)
9995 R_TimeReport("bboxes");
9999 R_MeshQueue_RenderTransparent();
10000 if (r_timereport_active)
10001 R_TimeReport("drawtrans");
10003 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))
10005 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
10006 if (r_timereport_active)
10007 R_TimeReport("worlddebug");
10008 R_DrawModelsDebug();
10009 if (r_timereport_active)
10010 R_TimeReport("modeldebug");
10013 if (cl.csqc_vidvars.drawworld)
10015 R_Shadow_DrawCoronas();
10016 if (r_timereport_active)
10017 R_TimeReport("coronas");
10022 GL_DepthTest(false);
10023 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10024 GL_Color(1, 1, 1, 1);
10025 qglBegin(GL_POLYGON);
10026 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10027 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10028 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10029 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10031 qglBegin(GL_POLYGON);
10032 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
10033 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
10034 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
10035 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
10037 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10041 // don't let sound skip if going slow
10042 if (r_refdef.scene.extraupdate)
10045 R_ResetViewRendering2D();
10048 static const unsigned short bboxelements[36] =
10058 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10061 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10063 RSurf_ActiveWorldEntity();
10065 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10066 GL_DepthMask(false);
10067 GL_DepthRange(0, 1);
10068 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10069 // R_Mesh_ResetTextureState();
10071 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10072 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10073 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10074 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10075 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10076 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10077 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10078 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10079 R_FillColors(color4f, 8, cr, cg, cb, ca);
10080 if (r_refdef.fogenabled)
10082 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10084 f1 = RSurf_FogVertex(v);
10086 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10087 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10088 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10091 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10092 R_Mesh_ResetTextureState();
10093 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10094 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10097 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10101 prvm_edict_t *edict;
10102 prvm_prog_t *prog_save = prog;
10104 // this function draws bounding boxes of server entities
10108 GL_CullFace(GL_NONE);
10109 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10113 for (i = 0;i < numsurfaces;i++)
10115 edict = PRVM_EDICT_NUM(surfacelist[i]);
10116 switch ((int)edict->fields.server->solid)
10118 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10119 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10120 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10121 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10122 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10123 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10125 color[3] *= r_showbboxes.value;
10126 color[3] = bound(0, color[3], 1);
10127 GL_DepthTest(!r_showdisabledepthtest.integer);
10128 GL_CullFace(r_refdef.view.cullface_front);
10129 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10135 static void R_DrawEntityBBoxes(void)
10138 prvm_edict_t *edict;
10140 prvm_prog_t *prog_save = prog;
10142 // this function draws bounding boxes of server entities
10148 for (i = 0;i < prog->num_edicts;i++)
10150 edict = PRVM_EDICT_NUM(i);
10151 if (edict->priv.server->free)
10153 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10154 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10156 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10158 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10159 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10165 static const int nomodelelement3i[24] =
10177 static const unsigned short nomodelelement3s[24] =
10189 static const float nomodelvertex3f[6*3] =
10199 static const float nomodelcolor4f[6*4] =
10201 0.0f, 0.0f, 0.5f, 1.0f,
10202 0.0f, 0.0f, 0.5f, 1.0f,
10203 0.0f, 0.5f, 0.0f, 1.0f,
10204 0.0f, 0.5f, 0.0f, 1.0f,
10205 0.5f, 0.0f, 0.0f, 1.0f,
10206 0.5f, 0.0f, 0.0f, 1.0f
10209 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10213 float color4f[6*4];
10215 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);
10217 // this is only called once per entity so numsurfaces is always 1, and
10218 // surfacelist is always {0}, so this code does not handle batches
10220 if (rsurface.ent_flags & RENDER_ADDITIVE)
10222 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10223 GL_DepthMask(false);
10225 else if (rsurface.colormod[3] < 1)
10227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10228 GL_DepthMask(false);
10232 GL_BlendFunc(GL_ONE, GL_ZERO);
10233 GL_DepthMask(true);
10235 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10236 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10237 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10238 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10239 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10240 for (i = 0, c = color4f;i < 6;i++, c += 4)
10242 c[0] *= rsurface.colormod[0];
10243 c[1] *= rsurface.colormod[1];
10244 c[2] *= rsurface.colormod[2];
10245 c[3] *= rsurface.colormod[3];
10247 if (r_refdef.fogenabled)
10249 for (i = 0, c = color4f;i < 6;i++, c += 4)
10251 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10253 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10254 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10255 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10258 // R_Mesh_ResetTextureState();
10259 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10260 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10261 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10264 void R_DrawNoModel(entity_render_t *ent)
10267 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10268 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10269 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10271 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10274 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10276 vec3_t right1, right2, diff, normal;
10278 VectorSubtract (org2, org1, normal);
10280 // calculate 'right' vector for start
10281 VectorSubtract (r_refdef.view.origin, org1, diff);
10282 CrossProduct (normal, diff, right1);
10283 VectorNormalize (right1);
10285 // calculate 'right' vector for end
10286 VectorSubtract (r_refdef.view.origin, org2, diff);
10287 CrossProduct (normal, diff, right2);
10288 VectorNormalize (right2);
10290 vert[ 0] = org1[0] + width * right1[0];
10291 vert[ 1] = org1[1] + width * right1[1];
10292 vert[ 2] = org1[2] + width * right1[2];
10293 vert[ 3] = org1[0] - width * right1[0];
10294 vert[ 4] = org1[1] - width * right1[1];
10295 vert[ 5] = org1[2] - width * right1[2];
10296 vert[ 6] = org2[0] - width * right2[0];
10297 vert[ 7] = org2[1] - width * right2[1];
10298 vert[ 8] = org2[2] - width * right2[2];
10299 vert[ 9] = org2[0] + width * right2[0];
10300 vert[10] = org2[1] + width * right2[1];
10301 vert[11] = org2[2] + width * right2[2];
10304 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)
10306 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10307 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10308 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10309 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10310 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10311 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10312 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10313 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10314 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10315 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10316 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10317 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10320 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10325 VectorSet(v, x, y, z);
10326 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10327 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10329 if (i == mesh->numvertices)
10331 if (mesh->numvertices < mesh->maxvertices)
10333 VectorCopy(v, vertex3f);
10334 mesh->numvertices++;
10336 return mesh->numvertices;
10342 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10345 int *e, element[3];
10346 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10347 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10348 e = mesh->element3i + mesh->numtriangles * 3;
10349 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10351 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10352 if (mesh->numtriangles < mesh->maxtriangles)
10357 mesh->numtriangles++;
10359 element[1] = element[2];
10363 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10366 int *e, element[3];
10367 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10368 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10369 e = mesh->element3i + mesh->numtriangles * 3;
10370 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10372 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10373 if (mesh->numtriangles < mesh->maxtriangles)
10378 mesh->numtriangles++;
10380 element[1] = element[2];
10384 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10385 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10387 int planenum, planenum2;
10390 mplane_t *plane, *plane2;
10392 double temppoints[2][256*3];
10393 // figure out how large a bounding box we need to properly compute this brush
10395 for (w = 0;w < numplanes;w++)
10396 maxdist = max(maxdist, fabs(planes[w].dist));
10397 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10398 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10399 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10403 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10404 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10406 if (planenum2 == planenum)
10408 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);
10411 if (tempnumpoints < 3)
10413 // generate elements forming a triangle fan for this polygon
10414 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10418 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)
10420 texturelayer_t *layer;
10421 layer = t->currentlayers + t->currentnumlayers++;
10422 layer->type = type;
10423 layer->depthmask = depthmask;
10424 layer->blendfunc1 = blendfunc1;
10425 layer->blendfunc2 = blendfunc2;
10426 layer->texture = texture;
10427 layer->texmatrix = *matrix;
10428 layer->color[0] = r;
10429 layer->color[1] = g;
10430 layer->color[2] = b;
10431 layer->color[3] = a;
10434 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10436 if(parms[0] == 0 && parms[1] == 0)
10438 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10439 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10444 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10447 index = parms[2] + r_refdef.scene.time * parms[3];
10448 index -= floor(index);
10449 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10452 case Q3WAVEFUNC_NONE:
10453 case Q3WAVEFUNC_NOISE:
10454 case Q3WAVEFUNC_COUNT:
10457 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10458 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10459 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10460 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10461 case Q3WAVEFUNC_TRIANGLE:
10463 f = index - floor(index);
10466 else if (index < 2)
10468 else if (index < 3)
10474 f = parms[0] + parms[1] * f;
10475 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10476 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10480 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10485 matrix4x4_t matrix, temp;
10486 switch(tcmod->tcmod)
10488 case Q3TCMOD_COUNT:
10490 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10491 matrix = r_waterscrollmatrix;
10493 matrix = identitymatrix;
10495 case Q3TCMOD_ENTITYTRANSLATE:
10496 // this is used in Q3 to allow the gamecode to control texcoord
10497 // scrolling on the entity, which is not supported in darkplaces yet.
10498 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10500 case Q3TCMOD_ROTATE:
10501 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10502 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10503 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10505 case Q3TCMOD_SCALE:
10506 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10508 case Q3TCMOD_SCROLL:
10509 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10511 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10512 w = (int) tcmod->parms[0];
10513 h = (int) tcmod->parms[1];
10514 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10516 idx = (int) floor(f * w * h);
10517 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10519 case Q3TCMOD_STRETCH:
10520 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10521 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10523 case Q3TCMOD_TRANSFORM:
10524 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10525 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10526 VectorSet(tcmat + 6, 0 , 0 , 1);
10527 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10528 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10530 case Q3TCMOD_TURBULENT:
10531 // this is handled in the RSurf_PrepareVertices function
10532 matrix = identitymatrix;
10536 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10539 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10541 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10542 char name[MAX_QPATH];
10543 skinframe_t *skinframe;
10544 unsigned char pixels[296*194];
10545 strlcpy(cache->name, skinname, sizeof(cache->name));
10546 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10547 if (developer_loading.integer)
10548 Con_Printf("loading %s\n", name);
10549 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10550 if (!skinframe || !skinframe->base)
10553 fs_offset_t filesize;
10555 f = FS_LoadFile(name, tempmempool, true, &filesize);
10558 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10559 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10563 cache->skinframe = skinframe;
10566 texture_t *R_GetCurrentTexture(texture_t *t)
10569 const entity_render_t *ent = rsurface.entity;
10570 dp_model_t *model = ent->model;
10571 q3shaderinfo_layer_tcmod_t *tcmod;
10573 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10574 return t->currentframe;
10575 t->update_lastrenderframe = r_textureframe;
10576 t->update_lastrenderentity = (void *)ent;
10578 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10579 t->camera_entity = ent->entitynumber;
10581 t->camera_entity = 0;
10583 // switch to an alternate material if this is a q1bsp animated material
10585 texture_t *texture = t;
10586 int s = rsurface.ent_skinnum;
10587 if ((unsigned int)s >= (unsigned int)model->numskins)
10589 if (model->skinscenes)
10591 if (model->skinscenes[s].framecount > 1)
10592 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10594 s = model->skinscenes[s].firstframe;
10597 t = t + s * model->num_surfaces;
10600 // use an alternate animation if the entity's frame is not 0,
10601 // and only if the texture has an alternate animation
10602 if (rsurface.ent_alttextures && t->anim_total[1])
10603 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10605 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10607 texture->currentframe = t;
10610 // update currentskinframe to be a qw skin or animation frame
10611 if (rsurface.ent_qwskin >= 0)
10613 i = rsurface.ent_qwskin;
10614 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10616 r_qwskincache_size = cl.maxclients;
10618 Mem_Free(r_qwskincache);
10619 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10621 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10622 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10623 t->currentskinframe = r_qwskincache[i].skinframe;
10624 if (t->currentskinframe == NULL)
10625 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10627 else if (t->numskinframes >= 2)
10628 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10629 if (t->backgroundnumskinframes >= 2)
10630 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10632 t->currentmaterialflags = t->basematerialflags;
10633 t->currentalpha = rsurface.colormod[3];
10634 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10635 t->currentalpha *= r_wateralpha.value;
10636 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10637 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10638 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10639 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10640 if (!(rsurface.ent_flags & RENDER_LIGHT))
10641 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10642 else if (FAKELIGHT_ENABLED)
10644 // no modellight if using fakelight for the map
10646 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10648 // pick a model lighting mode
10649 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10650 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10652 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10654 if (rsurface.ent_flags & RENDER_ADDITIVE)
10655 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10656 else if (t->currentalpha < 1)
10657 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10658 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10659 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10660 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10661 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10662 if (t->backgroundnumskinframes)
10663 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10664 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10666 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10667 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10670 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10671 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10672 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10674 // there is no tcmod
10675 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10677 t->currenttexmatrix = r_waterscrollmatrix;
10678 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10680 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10682 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10683 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10686 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10687 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10688 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10689 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10691 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10692 if (t->currentskinframe->qpixels)
10693 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10694 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10695 if (!t->basetexture)
10696 t->basetexture = r_texture_notexture;
10697 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10698 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10699 t->nmaptexture = t->currentskinframe->nmap;
10700 if (!t->nmaptexture)
10701 t->nmaptexture = r_texture_blanknormalmap;
10702 t->glosstexture = r_texture_black;
10703 t->glowtexture = t->currentskinframe->glow;
10704 t->fogtexture = t->currentskinframe->fog;
10705 t->reflectmasktexture = t->currentskinframe->reflect;
10706 if (t->backgroundnumskinframes)
10708 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10709 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10710 t->backgroundglosstexture = r_texture_black;
10711 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10712 if (!t->backgroundnmaptexture)
10713 t->backgroundnmaptexture = r_texture_blanknormalmap;
10717 t->backgroundbasetexture = r_texture_white;
10718 t->backgroundnmaptexture = r_texture_blanknormalmap;
10719 t->backgroundglosstexture = r_texture_black;
10720 t->backgroundglowtexture = NULL;
10722 t->specularpower = r_shadow_glossexponent.value;
10723 // TODO: store reference values for these in the texture?
10724 t->specularscale = 0;
10725 if (r_shadow_gloss.integer > 0)
10727 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10729 if (r_shadow_glossintensity.value > 0)
10731 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10732 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10733 t->specularscale = r_shadow_glossintensity.value;
10736 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10738 t->glosstexture = r_texture_white;
10739 t->backgroundglosstexture = r_texture_white;
10740 t->specularscale = r_shadow_gloss2intensity.value;
10741 t->specularpower = r_shadow_gloss2exponent.value;
10744 t->specularscale *= t->specularscalemod;
10745 t->specularpower *= t->specularpowermod;
10747 // lightmaps mode looks bad with dlights using actual texturing, so turn
10748 // off the colormap and glossmap, but leave the normalmap on as it still
10749 // accurately represents the shading involved
10750 if (gl_lightmaps.integer)
10752 t->basetexture = r_texture_grey128;
10753 t->pantstexture = r_texture_black;
10754 t->shirttexture = r_texture_black;
10755 t->nmaptexture = r_texture_blanknormalmap;
10756 t->glosstexture = r_texture_black;
10757 t->glowtexture = NULL;
10758 t->fogtexture = NULL;
10759 t->reflectmasktexture = NULL;
10760 t->backgroundbasetexture = NULL;
10761 t->backgroundnmaptexture = r_texture_blanknormalmap;
10762 t->backgroundglosstexture = r_texture_black;
10763 t->backgroundglowtexture = NULL;
10764 t->specularscale = 0;
10765 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10768 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10769 VectorClear(t->dlightcolor);
10770 t->currentnumlayers = 0;
10771 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10773 int blendfunc1, blendfunc2;
10774 qboolean depthmask;
10775 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10777 blendfunc1 = GL_SRC_ALPHA;
10778 blendfunc2 = GL_ONE;
10780 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10782 blendfunc1 = GL_SRC_ALPHA;
10783 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10785 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10787 blendfunc1 = t->customblendfunc[0];
10788 blendfunc2 = t->customblendfunc[1];
10792 blendfunc1 = GL_ONE;
10793 blendfunc2 = GL_ZERO;
10795 // don't colormod evilblend textures
10796 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10797 VectorSet(t->lightmapcolor, 1, 1, 1);
10798 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10799 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10801 // fullbright is not affected by r_refdef.lightmapintensity
10802 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]);
10803 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10804 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]);
10805 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10806 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]);
10810 vec3_t ambientcolor;
10812 // set the color tint used for lights affecting this surface
10813 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10815 // q3bsp has no lightmap updates, so the lightstylevalue that
10816 // would normally be baked into the lightmap must be
10817 // applied to the color
10818 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10819 if (model->type == mod_brushq3)
10820 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10821 colorscale *= r_refdef.lightmapintensity;
10822 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10823 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10824 // basic lit geometry
10825 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]);
10826 // add pants/shirt if needed
10827 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10828 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]);
10829 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10830 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]);
10831 // now add ambient passes if needed
10832 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10834 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]);
10835 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10836 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]);
10837 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10838 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]);
10841 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10842 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]);
10843 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10845 // if this is opaque use alpha blend which will darken the earlier
10848 // if this is an alpha blended material, all the earlier passes
10849 // were darkened by fog already, so we only need to add the fog
10850 // color ontop through the fog mask texture
10852 // if this is an additive blended material, all the earlier passes
10853 // were darkened by fog already, and we should not add fog color
10854 // (because the background was not darkened, there is no fog color
10855 // that was lost behind it).
10856 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]);
10860 return t->currentframe;
10863 rsurfacestate_t rsurface;
10865 void R_Mesh_ResizeArrays(int newvertices)
10867 unsigned char *base;
10869 if (rsurface.array_size >= newvertices)
10871 if (rsurface.array_base)
10872 Mem_Free(rsurface.array_base);
10873 rsurface.array_size = (newvertices + 1023) & ~1023;
10875 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10876 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10877 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10878 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10879 size += rsurface.array_size * sizeof(float[3]);
10880 size += rsurface.array_size * sizeof(float[3]);
10881 size += rsurface.array_size * sizeof(float[3]);
10882 size += rsurface.array_size * sizeof(float[3]);
10883 size += rsurface.array_size * sizeof(float[3]);
10884 size += rsurface.array_size * sizeof(float[3]);
10885 size += rsurface.array_size * sizeof(float[3]);
10886 size += rsurface.array_size * sizeof(float[3]);
10887 size += rsurface.array_size * sizeof(float[4]);
10888 size += rsurface.array_size * sizeof(float[2]);
10889 size += rsurface.array_size * sizeof(float[2]);
10890 size += rsurface.array_size * sizeof(float[4]);
10891 size += rsurface.array_size * sizeof(int[3]);
10892 size += rsurface.array_size * sizeof(unsigned short[3]);
10893 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10894 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10895 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10896 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10897 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10898 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10899 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10900 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10901 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10902 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10903 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10904 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10905 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10906 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10907 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10908 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10909 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10910 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10911 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10914 void RSurf_ActiveWorldEntity(void)
10917 dp_model_t *model = r_refdef.scene.worldmodel;
10918 //if (rsurface.entity == r_refdef.scene.worldentity)
10920 rsurface.entity = r_refdef.scene.worldentity;
10921 rsurface.skeleton = NULL;
10922 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10923 rsurface.ent_skinnum = 0;
10924 rsurface.ent_qwskin = -1;
10925 rsurface.ent_shadertime = 0;
10926 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10927 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10928 if (rsurface.array_size < newvertices)
10929 R_Mesh_ResizeArrays(newvertices);
10930 rsurface.matrix = identitymatrix;
10931 rsurface.inversematrix = identitymatrix;
10932 rsurface.matrixscale = 1;
10933 rsurface.inversematrixscale = 1;
10934 R_EntityMatrix(&identitymatrix);
10935 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10936 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10937 rsurface.fograngerecip = r_refdef.fograngerecip;
10938 rsurface.fogheightfade = r_refdef.fogheightfade;
10939 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10940 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10941 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10942 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10943 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10944 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10945 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10946 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10947 rsurface.colormod[3] = 1;
10948 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);
10949 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10950 rsurface.frameblend[0].lerp = 1;
10951 rsurface.ent_alttextures = false;
10952 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10953 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10954 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10955 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10956 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10957 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10958 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10959 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10960 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10961 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10962 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10963 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10964 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10965 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10966 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10967 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10968 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10969 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10970 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10971 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10972 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10973 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10974 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10975 rsurface.modelelement3i = model->surfmesh.data_element3i;
10976 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10977 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10978 rsurface.modelelement3s = model->surfmesh.data_element3s;
10979 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10980 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10981 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10982 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10983 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10984 rsurface.modelsurfaces = model->data_surfaces;
10985 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10986 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10987 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10988 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10989 rsurface.modelgeneratedvertex = false;
10990 rsurface.batchgeneratedvertex = false;
10991 rsurface.batchfirstvertex = 0;
10992 rsurface.batchnumvertices = 0;
10993 rsurface.batchfirsttriangle = 0;
10994 rsurface.batchnumtriangles = 0;
10995 rsurface.batchvertex3f = NULL;
10996 rsurface.batchvertex3f_vertexbuffer = NULL;
10997 rsurface.batchvertex3f_bufferoffset = 0;
10998 rsurface.batchsvector3f = NULL;
10999 rsurface.batchsvector3f_vertexbuffer = NULL;
11000 rsurface.batchsvector3f_bufferoffset = 0;
11001 rsurface.batchtvector3f = NULL;
11002 rsurface.batchtvector3f_vertexbuffer = NULL;
11003 rsurface.batchtvector3f_bufferoffset = 0;
11004 rsurface.batchnormal3f = NULL;
11005 rsurface.batchnormal3f_vertexbuffer = NULL;
11006 rsurface.batchnormal3f_bufferoffset = 0;
11007 rsurface.batchlightmapcolor4f = NULL;
11008 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11009 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11010 rsurface.batchtexcoordtexture2f = NULL;
11011 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11012 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11013 rsurface.batchtexcoordlightmap2f = NULL;
11014 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11015 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11016 rsurface.batchvertexmesh = NULL;
11017 rsurface.batchvertexmeshbuffer = NULL;
11018 rsurface.batchvertexposition = NULL;
11019 rsurface.batchvertexpositionbuffer = NULL;
11020 rsurface.batchelement3i = NULL;
11021 rsurface.batchelement3i_indexbuffer = NULL;
11022 rsurface.batchelement3i_bufferoffset = 0;
11023 rsurface.batchelement3s = NULL;
11024 rsurface.batchelement3s_indexbuffer = NULL;
11025 rsurface.batchelement3s_bufferoffset = 0;
11026 rsurface.passcolor4f = NULL;
11027 rsurface.passcolor4f_vertexbuffer = NULL;
11028 rsurface.passcolor4f_bufferoffset = 0;
11031 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11034 dp_model_t *model = ent->model;
11035 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11037 rsurface.entity = (entity_render_t *)ent;
11038 rsurface.skeleton = ent->skeleton;
11039 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11040 rsurface.ent_skinnum = ent->skinnum;
11041 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;
11042 rsurface.ent_shadertime = ent->shadertime;
11043 rsurface.ent_flags = ent->flags;
11044 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11045 if (rsurface.array_size < newvertices)
11046 R_Mesh_ResizeArrays(newvertices);
11047 rsurface.matrix = ent->matrix;
11048 rsurface.inversematrix = ent->inversematrix;
11049 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11050 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11051 R_EntityMatrix(&rsurface.matrix);
11052 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11053 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11054 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11055 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11056 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11057 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11058 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11059 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11060 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11061 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11062 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11063 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11064 rsurface.colormod[3] = ent->alpha;
11065 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11066 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11067 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11068 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11069 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11070 if (ent->model->brush.submodel && !prepass)
11072 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11073 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11075 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11077 if (ent->animcache_vertex3f && !r_framedata_failed)
11079 rsurface.modelvertex3f = ent->animcache_vertex3f;
11080 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11081 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11082 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11083 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11084 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11085 rsurface.modelvertexposition = ent->animcache_vertexposition;
11086 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11088 else if (wanttangents)
11090 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11091 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11092 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11093 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11094 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11095 rsurface.modelvertexmesh = NULL;
11096 rsurface.modelvertexmeshbuffer = NULL;
11097 rsurface.modelvertexposition = NULL;
11098 rsurface.modelvertexpositionbuffer = NULL;
11100 else if (wantnormals)
11102 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11103 rsurface.modelsvector3f = NULL;
11104 rsurface.modeltvector3f = NULL;
11105 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11106 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11107 rsurface.modelvertexmesh = NULL;
11108 rsurface.modelvertexmeshbuffer = NULL;
11109 rsurface.modelvertexposition = NULL;
11110 rsurface.modelvertexpositionbuffer = NULL;
11114 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11115 rsurface.modelsvector3f = NULL;
11116 rsurface.modeltvector3f = NULL;
11117 rsurface.modelnormal3f = NULL;
11118 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11119 rsurface.modelvertexmesh = NULL;
11120 rsurface.modelvertexmeshbuffer = NULL;
11121 rsurface.modelvertexposition = NULL;
11122 rsurface.modelvertexpositionbuffer = NULL;
11124 rsurface.modelvertex3f_vertexbuffer = 0;
11125 rsurface.modelvertex3f_bufferoffset = 0;
11126 rsurface.modelsvector3f_vertexbuffer = 0;
11127 rsurface.modelsvector3f_bufferoffset = 0;
11128 rsurface.modeltvector3f_vertexbuffer = 0;
11129 rsurface.modeltvector3f_bufferoffset = 0;
11130 rsurface.modelnormal3f_vertexbuffer = 0;
11131 rsurface.modelnormal3f_bufferoffset = 0;
11132 rsurface.modelgeneratedvertex = true;
11136 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11137 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11138 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11139 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11140 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11141 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11142 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11143 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11144 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11145 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11146 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11147 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11148 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11149 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11150 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11151 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11152 rsurface.modelgeneratedvertex = false;
11154 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11155 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11156 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11157 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11158 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11159 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11160 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11161 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11162 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11163 rsurface.modelelement3i = model->surfmesh.data_element3i;
11164 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11165 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11166 rsurface.modelelement3s = model->surfmesh.data_element3s;
11167 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11168 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11169 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11170 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11171 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11172 rsurface.modelsurfaces = model->data_surfaces;
11173 rsurface.batchgeneratedvertex = false;
11174 rsurface.batchfirstvertex = 0;
11175 rsurface.batchnumvertices = 0;
11176 rsurface.batchfirsttriangle = 0;
11177 rsurface.batchnumtriangles = 0;
11178 rsurface.batchvertex3f = NULL;
11179 rsurface.batchvertex3f_vertexbuffer = NULL;
11180 rsurface.batchvertex3f_bufferoffset = 0;
11181 rsurface.batchsvector3f = NULL;
11182 rsurface.batchsvector3f_vertexbuffer = NULL;
11183 rsurface.batchsvector3f_bufferoffset = 0;
11184 rsurface.batchtvector3f = NULL;
11185 rsurface.batchtvector3f_vertexbuffer = NULL;
11186 rsurface.batchtvector3f_bufferoffset = 0;
11187 rsurface.batchnormal3f = NULL;
11188 rsurface.batchnormal3f_vertexbuffer = NULL;
11189 rsurface.batchnormal3f_bufferoffset = 0;
11190 rsurface.batchlightmapcolor4f = NULL;
11191 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11192 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11193 rsurface.batchtexcoordtexture2f = NULL;
11194 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11195 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11196 rsurface.batchtexcoordlightmap2f = NULL;
11197 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11198 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11199 rsurface.batchvertexmesh = NULL;
11200 rsurface.batchvertexmeshbuffer = NULL;
11201 rsurface.batchvertexposition = NULL;
11202 rsurface.batchvertexpositionbuffer = NULL;
11203 rsurface.batchelement3i = NULL;
11204 rsurface.batchelement3i_indexbuffer = NULL;
11205 rsurface.batchelement3i_bufferoffset = 0;
11206 rsurface.batchelement3s = NULL;
11207 rsurface.batchelement3s_indexbuffer = NULL;
11208 rsurface.batchelement3s_bufferoffset = 0;
11209 rsurface.passcolor4f = NULL;
11210 rsurface.passcolor4f_vertexbuffer = NULL;
11211 rsurface.passcolor4f_bufferoffset = 0;
11214 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)
11218 rsurface.entity = r_refdef.scene.worldentity;
11219 rsurface.skeleton = NULL;
11220 rsurface.ent_skinnum = 0;
11221 rsurface.ent_qwskin = -1;
11222 rsurface.ent_shadertime = shadertime;
11223 rsurface.ent_flags = entflags;
11224 rsurface.modelnumvertices = numvertices;
11225 rsurface.modelnumtriangles = numtriangles;
11226 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11227 if (rsurface.array_size < newvertices)
11228 R_Mesh_ResizeArrays(newvertices);
11229 rsurface.matrix = *matrix;
11230 rsurface.inversematrix = *inversematrix;
11231 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11232 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11233 R_EntityMatrix(&rsurface.matrix);
11234 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11235 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11236 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11237 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11238 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11239 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11240 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11241 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11242 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11243 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11244 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11245 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11246 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);
11247 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11248 rsurface.frameblend[0].lerp = 1;
11249 rsurface.ent_alttextures = false;
11250 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11251 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11254 rsurface.modelvertex3f = vertex3f;
11255 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11256 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11257 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11259 else if (wantnormals)
11261 rsurface.modelvertex3f = vertex3f;
11262 rsurface.modelsvector3f = NULL;
11263 rsurface.modeltvector3f = NULL;
11264 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11268 rsurface.modelvertex3f = vertex3f;
11269 rsurface.modelsvector3f = NULL;
11270 rsurface.modeltvector3f = NULL;
11271 rsurface.modelnormal3f = NULL;
11273 rsurface.modelvertexmesh = NULL;
11274 rsurface.modelvertexmeshbuffer = NULL;
11275 rsurface.modelvertexposition = NULL;
11276 rsurface.modelvertexpositionbuffer = NULL;
11277 rsurface.modelvertex3f_vertexbuffer = 0;
11278 rsurface.modelvertex3f_bufferoffset = 0;
11279 rsurface.modelsvector3f_vertexbuffer = 0;
11280 rsurface.modelsvector3f_bufferoffset = 0;
11281 rsurface.modeltvector3f_vertexbuffer = 0;
11282 rsurface.modeltvector3f_bufferoffset = 0;
11283 rsurface.modelnormal3f_vertexbuffer = 0;
11284 rsurface.modelnormal3f_bufferoffset = 0;
11285 rsurface.modelgeneratedvertex = true;
11286 rsurface.modellightmapcolor4f = color4f;
11287 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11288 rsurface.modellightmapcolor4f_bufferoffset = 0;
11289 rsurface.modeltexcoordtexture2f = texcoord2f;
11290 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11291 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11292 rsurface.modeltexcoordlightmap2f = NULL;
11293 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11294 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11295 rsurface.modelelement3i = element3i;
11296 rsurface.modelelement3i_indexbuffer = NULL;
11297 rsurface.modelelement3i_bufferoffset = 0;
11298 rsurface.modelelement3s = element3s;
11299 rsurface.modelelement3s_indexbuffer = NULL;
11300 rsurface.modelelement3s_bufferoffset = 0;
11301 rsurface.modellightmapoffsets = NULL;
11302 rsurface.modelsurfaces = NULL;
11303 rsurface.batchgeneratedvertex = false;
11304 rsurface.batchfirstvertex = 0;
11305 rsurface.batchnumvertices = 0;
11306 rsurface.batchfirsttriangle = 0;
11307 rsurface.batchnumtriangles = 0;
11308 rsurface.batchvertex3f = NULL;
11309 rsurface.batchvertex3f_vertexbuffer = NULL;
11310 rsurface.batchvertex3f_bufferoffset = 0;
11311 rsurface.batchsvector3f = NULL;
11312 rsurface.batchsvector3f_vertexbuffer = NULL;
11313 rsurface.batchsvector3f_bufferoffset = 0;
11314 rsurface.batchtvector3f = NULL;
11315 rsurface.batchtvector3f_vertexbuffer = NULL;
11316 rsurface.batchtvector3f_bufferoffset = 0;
11317 rsurface.batchnormal3f = NULL;
11318 rsurface.batchnormal3f_vertexbuffer = NULL;
11319 rsurface.batchnormal3f_bufferoffset = 0;
11320 rsurface.batchlightmapcolor4f = NULL;
11321 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11322 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11323 rsurface.batchtexcoordtexture2f = NULL;
11324 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11325 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11326 rsurface.batchtexcoordlightmap2f = NULL;
11327 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11328 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11329 rsurface.batchvertexmesh = NULL;
11330 rsurface.batchvertexmeshbuffer = NULL;
11331 rsurface.batchvertexposition = NULL;
11332 rsurface.batchvertexpositionbuffer = NULL;
11333 rsurface.batchelement3i = NULL;
11334 rsurface.batchelement3i_indexbuffer = NULL;
11335 rsurface.batchelement3i_bufferoffset = 0;
11336 rsurface.batchelement3s = NULL;
11337 rsurface.batchelement3s_indexbuffer = NULL;
11338 rsurface.batchelement3s_bufferoffset = 0;
11339 rsurface.passcolor4f = NULL;
11340 rsurface.passcolor4f_vertexbuffer = NULL;
11341 rsurface.passcolor4f_bufferoffset = 0;
11343 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11345 if ((wantnormals || wanttangents) && !normal3f)
11347 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11348 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11350 if (wanttangents && !svector3f)
11352 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11353 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11354 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11359 float RSurf_FogPoint(const float *v)
11361 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11362 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11363 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11364 float FogHeightFade = r_refdef.fogheightfade;
11366 unsigned int fogmasktableindex;
11367 if (r_refdef.fogplaneviewabove)
11368 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11370 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11371 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11372 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11375 float RSurf_FogVertex(const float *v)
11377 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11378 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11379 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11380 float FogHeightFade = rsurface.fogheightfade;
11382 unsigned int fogmasktableindex;
11383 if (r_refdef.fogplaneviewabove)
11384 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11386 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11387 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11388 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11391 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11394 for (i = 0;i < numelements;i++)
11395 outelement3i[i] = inelement3i[i] + adjust;
11398 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11399 extern cvar_t gl_vbo;
11400 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11408 int surfacefirsttriangle;
11409 int surfacenumtriangles;
11410 int surfacefirstvertex;
11411 int surfaceendvertex;
11412 int surfacenumvertices;
11416 qboolean dynamicvertex;
11420 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11421 float waveparms[4];
11422 q3shaderinfo_deform_t *deform;
11423 const msurface_t *surface, *firstsurface;
11424 r_vertexposition_t *vertexposition;
11425 r_vertexmesh_t *vertexmesh;
11426 if (!texturenumsurfaces)
11428 // find vertex range of this surface batch
11430 firstsurface = texturesurfacelist[0];
11431 firsttriangle = firstsurface->num_firsttriangle;
11433 firstvertex = endvertex = firstsurface->num_firstvertex;
11434 for (i = 0;i < texturenumsurfaces;i++)
11436 surface = texturesurfacelist[i];
11437 if (surface != firstsurface + i)
11439 surfacefirstvertex = surface->num_firstvertex;
11440 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11441 surfacenumtriangles = surface->num_triangles;
11442 if (firstvertex > surfacefirstvertex)
11443 firstvertex = surfacefirstvertex;
11444 if (endvertex < surfaceendvertex)
11445 endvertex = surfaceendvertex;
11446 numtriangles += surfacenumtriangles;
11449 // we now know the vertex range used, and if there are any gaps in it
11450 rsurface.batchfirstvertex = firstvertex;
11451 rsurface.batchnumvertices = endvertex - firstvertex;
11452 rsurface.batchfirsttriangle = firsttriangle;
11453 rsurface.batchnumtriangles = numtriangles;
11455 // this variable holds flags for which properties have been updated that
11456 // may require regenerating vertexmesh or vertexposition arrays...
11459 // check if any dynamic vertex processing must occur
11460 dynamicvertex = false;
11462 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11463 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11464 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11466 switch (deform->deform)
11469 case Q3DEFORM_PROJECTIONSHADOW:
11470 case Q3DEFORM_TEXT0:
11471 case Q3DEFORM_TEXT1:
11472 case Q3DEFORM_TEXT2:
11473 case Q3DEFORM_TEXT3:
11474 case Q3DEFORM_TEXT4:
11475 case Q3DEFORM_TEXT5:
11476 case Q3DEFORM_TEXT6:
11477 case Q3DEFORM_TEXT7:
11478 case Q3DEFORM_NONE:
11480 case Q3DEFORM_AUTOSPRITE:
11481 dynamicvertex = true;
11482 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11483 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11485 case Q3DEFORM_AUTOSPRITE2:
11486 dynamicvertex = true;
11487 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11488 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11490 case Q3DEFORM_NORMAL:
11491 dynamicvertex = true;
11492 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11493 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11495 case Q3DEFORM_WAVE:
11496 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11497 break; // if wavefunc is a nop, ignore this transform
11498 dynamicvertex = true;
11499 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11500 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11502 case Q3DEFORM_BULGE:
11503 dynamicvertex = true;
11504 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11505 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11507 case Q3DEFORM_MOVE:
11508 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11509 break; // if wavefunc is a nop, ignore this transform
11510 dynamicvertex = true;
11511 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11512 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11516 switch(rsurface.texture->tcgen.tcgen)
11519 case Q3TCGEN_TEXTURE:
11521 case Q3TCGEN_LIGHTMAP:
11522 dynamicvertex = true;
11523 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11524 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11526 case Q3TCGEN_VECTOR:
11527 dynamicvertex = true;
11528 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11529 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11531 case Q3TCGEN_ENVIRONMENT:
11532 dynamicvertex = true;
11533 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11534 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11537 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11539 dynamicvertex = true;
11540 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11541 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11544 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11546 dynamicvertex = true;
11547 batchneed |= BATCHNEED_NOGAPS;
11548 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11551 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11553 dynamicvertex = true;
11554 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11555 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11558 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11560 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11561 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11562 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11563 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11564 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11565 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11566 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11569 // when the model data has no vertex buffer (dynamic mesh), we need to
11571 if (!rsurface.modelvertexmeshbuffer)
11572 batchneed |= BATCHNEED_NOGAPS;
11574 // if needsupdate, we have to do a dynamic vertex batch for sure
11575 if (needsupdate & batchneed)
11576 dynamicvertex = true;
11578 // see if we need to build vertexmesh from arrays
11579 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11580 dynamicvertex = true;
11582 // see if we need to build vertexposition from arrays
11583 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11584 dynamicvertex = true;
11586 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11587 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11588 dynamicvertex = true;
11590 // if there is a chance of animated vertex colors, it's a dynamic batch
11591 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11592 dynamicvertex = true;
11594 rsurface.batchvertex3f = rsurface.modelvertex3f;
11595 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11596 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11597 rsurface.batchsvector3f = rsurface.modelsvector3f;
11598 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11599 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11600 rsurface.batchtvector3f = rsurface.modeltvector3f;
11601 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11602 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11603 rsurface.batchnormal3f = rsurface.modelnormal3f;
11604 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11605 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11606 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11607 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11608 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11609 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11610 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11611 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11612 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11613 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11614 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11615 rsurface.batchvertexposition = rsurface.modelvertexposition;
11616 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11617 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11618 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11619 rsurface.batchelement3i = rsurface.modelelement3i;
11620 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11621 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11622 rsurface.batchelement3s = rsurface.modelelement3s;
11623 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11624 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11626 // if any dynamic vertex processing has to occur in software, we copy the
11627 // entire surface list together before processing to rebase the vertices
11628 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11630 // if any gaps exist and we do not have a static vertex buffer, we have to
11631 // copy the surface list together to avoid wasting upload bandwidth on the
11632 // vertices in the gaps.
11634 // if gaps exist and we have a static vertex buffer, we still have to
11635 // combine the index buffer ranges into one dynamic index buffer.
11637 // in all cases we end up with data that can be drawn in one call.
11639 if (!dynamicvertex)
11641 // static vertex data, just set pointers...
11642 rsurface.batchgeneratedvertex = false;
11643 // if there are gaps, we want to build a combined index buffer,
11644 // otherwise use the original static buffer with an appropriate offset
11649 for (i = 0;i < texturenumsurfaces;i++)
11651 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11652 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11653 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11654 numtriangles += surfacenumtriangles;
11656 rsurface.batchelement3i = rsurface.array_batchelement3i;
11657 rsurface.batchelement3i_indexbuffer = NULL;
11658 rsurface.batchelement3i_bufferoffset = 0;
11659 rsurface.batchelement3s = NULL;
11660 rsurface.batchelement3s_indexbuffer = NULL;
11661 rsurface.batchelement3s_bufferoffset = 0;
11662 if (endvertex <= 65536)
11664 rsurface.batchelement3s = rsurface.array_batchelement3s;
11665 for (i = 0;i < numtriangles*3;i++)
11666 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11668 rsurface.batchfirsttriangle = firsttriangle;
11669 rsurface.batchnumtriangles = numtriangles;
11674 // something needs software processing, do it for real...
11675 // we only directly handle interleaved array data in this case...
11676 rsurface.batchgeneratedvertex = true;
11678 // now copy the vertex data into a combined array and make an index array
11679 // (this is what Quake3 does all the time)
11680 //if (gaps || rsurface.batchfirstvertex)
11682 rsurface.batchvertexposition = NULL;
11683 rsurface.batchvertexpositionbuffer = NULL;
11684 rsurface.batchvertexmesh = NULL;
11685 rsurface.batchvertexmeshbuffer = NULL;
11686 rsurface.batchvertex3f = NULL;
11687 rsurface.batchvertex3f_vertexbuffer = NULL;
11688 rsurface.batchvertex3f_bufferoffset = 0;
11689 rsurface.batchsvector3f = NULL;
11690 rsurface.batchsvector3f_vertexbuffer = NULL;
11691 rsurface.batchsvector3f_bufferoffset = 0;
11692 rsurface.batchtvector3f = NULL;
11693 rsurface.batchtvector3f_vertexbuffer = NULL;
11694 rsurface.batchtvector3f_bufferoffset = 0;
11695 rsurface.batchnormal3f = NULL;
11696 rsurface.batchnormal3f_vertexbuffer = NULL;
11697 rsurface.batchnormal3f_bufferoffset = 0;
11698 rsurface.batchlightmapcolor4f = NULL;
11699 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11700 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11701 rsurface.batchtexcoordtexture2f = NULL;
11702 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11703 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11704 rsurface.batchtexcoordlightmap2f = NULL;
11705 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11706 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11707 rsurface.batchelement3i = rsurface.array_batchelement3i;
11708 rsurface.batchelement3i_indexbuffer = NULL;
11709 rsurface.batchelement3i_bufferoffset = 0;
11710 rsurface.batchelement3s = NULL;
11711 rsurface.batchelement3s_indexbuffer = NULL;
11712 rsurface.batchelement3s_bufferoffset = 0;
11713 // we'll only be setting up certain arrays as needed
11714 if (batchneed & BATCHNEED_VERTEXPOSITION)
11715 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11716 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11717 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11718 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11719 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11720 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11721 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11722 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11724 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11725 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11727 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11728 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11729 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11730 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11731 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11732 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11735 for (i = 0;i < texturenumsurfaces;i++)
11737 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11738 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11739 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11740 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11741 // copy only the data requested
11742 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11743 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11744 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11745 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11746 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11748 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11749 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11750 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11751 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11752 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11754 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11755 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11757 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11758 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11759 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11760 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11761 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11762 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11764 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11765 numvertices += surfacenumvertices;
11766 numtriangles += surfacenumtriangles;
11769 // generate a 16bit index array as well if possible
11770 // (in general, dynamic batches fit)
11771 if (numvertices <= 65536)
11773 rsurface.batchelement3s = rsurface.array_batchelement3s;
11774 for (i = 0;i < numtriangles*3;i++)
11775 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11778 // since we've copied everything, the batch now starts at 0
11779 rsurface.batchfirstvertex = 0;
11780 rsurface.batchnumvertices = numvertices;
11781 rsurface.batchfirsttriangle = 0;
11782 rsurface.batchnumtriangles = numtriangles;
11785 // q1bsp surfaces rendered in vertex color mode have to have colors
11786 // calculated based on lightstyles
11787 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11789 // generate color arrays for the surfaces in this list
11793 const int *offsets;
11794 const unsigned char *lm;
11796 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11797 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11798 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11799 for (i = 0;i < texturenumsurfaces;i++)
11801 surface = texturesurfacelist[i];
11802 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11803 surfacenumvertices = surface->num_vertices;
11804 if (surface->lightmapinfo->samples)
11806 for (j = 0;j < surfacenumvertices;j++)
11808 lm = surface->lightmapinfo->samples + offsets[j];
11809 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11810 VectorScale(lm, scale, c);
11811 if (surface->lightmapinfo->styles[1] != 255)
11813 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11815 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11816 VectorMA(c, scale, lm, c);
11817 if (surface->lightmapinfo->styles[2] != 255)
11820 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11821 VectorMA(c, scale, lm, c);
11822 if (surface->lightmapinfo->styles[3] != 255)
11825 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11826 VectorMA(c, scale, lm, c);
11833 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11839 for (j = 0;j < surfacenumvertices;j++)
11841 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11848 // if vertices are deformed (sprite flares and things in maps, possibly
11849 // water waves, bulges and other deformations), modify the copied vertices
11851 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11853 switch (deform->deform)
11856 case Q3DEFORM_PROJECTIONSHADOW:
11857 case Q3DEFORM_TEXT0:
11858 case Q3DEFORM_TEXT1:
11859 case Q3DEFORM_TEXT2:
11860 case Q3DEFORM_TEXT3:
11861 case Q3DEFORM_TEXT4:
11862 case Q3DEFORM_TEXT5:
11863 case Q3DEFORM_TEXT6:
11864 case Q3DEFORM_TEXT7:
11865 case Q3DEFORM_NONE:
11867 case Q3DEFORM_AUTOSPRITE:
11868 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11869 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11870 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11871 VectorNormalize(newforward);
11872 VectorNormalize(newright);
11873 VectorNormalize(newup);
11874 // a single autosprite surface can contain multiple sprites...
11875 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11877 VectorClear(center);
11878 for (i = 0;i < 4;i++)
11879 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11880 VectorScale(center, 0.25f, center);
11881 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11882 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11883 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11884 for (i = 0;i < 4;i++)
11886 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11887 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11890 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11891 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11892 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
11893 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11894 rsurface.batchvertex3f_vertexbuffer = NULL;
11895 rsurface.batchvertex3f_bufferoffset = 0;
11896 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11897 rsurface.batchsvector3f_vertexbuffer = NULL;
11898 rsurface.batchsvector3f_bufferoffset = 0;
11899 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11900 rsurface.batchtvector3f_vertexbuffer = NULL;
11901 rsurface.batchtvector3f_bufferoffset = 0;
11902 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11903 rsurface.batchnormal3f_vertexbuffer = NULL;
11904 rsurface.batchnormal3f_bufferoffset = 0;
11906 case Q3DEFORM_AUTOSPRITE2:
11907 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11908 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11909 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11910 VectorNormalize(newforward);
11911 VectorNormalize(newright);
11912 VectorNormalize(newup);
11914 const float *v1, *v2;
11924 memset(shortest, 0, sizeof(shortest));
11925 // a single autosprite surface can contain multiple sprites...
11926 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11928 VectorClear(center);
11929 for (i = 0;i < 4;i++)
11930 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11931 VectorScale(center, 0.25f, center);
11932 // find the two shortest edges, then use them to define the
11933 // axis vectors for rotating around the central axis
11934 for (i = 0;i < 6;i++)
11936 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11937 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11938 l = VectorDistance2(v1, v2);
11939 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11940 if (v1[2] != v2[2])
11941 l += (1.0f / 1024.0f);
11942 if (shortest[0].length2 > l || i == 0)
11944 shortest[1] = shortest[0];
11945 shortest[0].length2 = l;
11946 shortest[0].v1 = v1;
11947 shortest[0].v2 = v2;
11949 else if (shortest[1].length2 > l || i == 1)
11951 shortest[1].length2 = l;
11952 shortest[1].v1 = v1;
11953 shortest[1].v2 = v2;
11956 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11957 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11958 // this calculates the right vector from the shortest edge
11959 // and the up vector from the edge midpoints
11960 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11961 VectorNormalize(right);
11962 VectorSubtract(end, start, up);
11963 VectorNormalize(up);
11964 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11965 VectorSubtract(rsurface.localvieworigin, center, forward);
11966 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11967 VectorNegate(forward, forward);
11968 VectorReflect(forward, 0, up, forward);
11969 VectorNormalize(forward);
11970 CrossProduct(up, forward, newright);
11971 VectorNormalize(newright);
11972 // rotate the quad around the up axis vector, this is made
11973 // especially easy by the fact we know the quad is flat,
11974 // so we only have to subtract the center position and
11975 // measure distance along the right vector, and then
11976 // multiply that by the newright vector and add back the
11978 // we also need to subtract the old position to undo the
11979 // displacement from the center, which we do with a
11980 // DotProduct, the subtraction/addition of center is also
11981 // optimized into DotProducts here
11982 l = DotProduct(right, center);
11983 for (i = 0;i < 4;i++)
11985 v1 = rsurface.batchvertex3f + 3*(j+i);
11986 f = DotProduct(right, v1) - l;
11987 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11991 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11992 rsurface.batchvertex3f_vertexbuffer = NULL;
11993 rsurface.batchvertex3f_bufferoffset = 0;
11994 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11996 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11997 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11998 rsurface.batchnormal3f_vertexbuffer = NULL;
11999 rsurface.batchnormal3f_bufferoffset = 0;
12001 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12003 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12004 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12005 rsurface.batchsvector3f_vertexbuffer = NULL;
12006 rsurface.batchsvector3f_bufferoffset = 0;
12007 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12008 rsurface.batchtvector3f_vertexbuffer = NULL;
12009 rsurface.batchtvector3f_bufferoffset = 0;
12012 case Q3DEFORM_NORMAL:
12013 // deform the normals to make reflections wavey
12014 for (j = 0;j < rsurface.batchnumvertices;j++)
12017 float *normal = rsurface.array_batchnormal3f + 3*j;
12018 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
12019 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
12020 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
12021 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
12022 VectorNormalize(normal);
12024 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12025 rsurface.batchnormal3f_vertexbuffer = NULL;
12026 rsurface.batchnormal3f_bufferoffset = 0;
12027 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12029 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12030 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12031 rsurface.batchsvector3f_vertexbuffer = NULL;
12032 rsurface.batchsvector3f_bufferoffset = 0;
12033 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12034 rsurface.batchtvector3f_vertexbuffer = NULL;
12035 rsurface.batchtvector3f_bufferoffset = 0;
12038 case Q3DEFORM_WAVE:
12039 // deform vertex array to make wavey water and flags and such
12040 waveparms[0] = deform->waveparms[0];
12041 waveparms[1] = deform->waveparms[1];
12042 waveparms[2] = deform->waveparms[2];
12043 waveparms[3] = deform->waveparms[3];
12044 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12045 break; // if wavefunc is a nop, don't make a dynamic vertex array
12046 // this is how a divisor of vertex influence on deformation
12047 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12048 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12049 for (j = 0;j < rsurface.batchnumvertices;j++)
12051 // if the wavefunc depends on time, evaluate it per-vertex
12054 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12055 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12057 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12059 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12060 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12061 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12062 rsurface.batchvertex3f_vertexbuffer = NULL;
12063 rsurface.batchvertex3f_bufferoffset = 0;
12064 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12065 rsurface.batchnormal3f_vertexbuffer = NULL;
12066 rsurface.batchnormal3f_bufferoffset = 0;
12067 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12069 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12070 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12071 rsurface.batchsvector3f_vertexbuffer = NULL;
12072 rsurface.batchsvector3f_bufferoffset = 0;
12073 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12074 rsurface.batchtvector3f_vertexbuffer = NULL;
12075 rsurface.batchtvector3f_bufferoffset = 0;
12078 case Q3DEFORM_BULGE:
12079 // deform vertex array to make the surface have moving bulges
12080 for (j = 0;j < rsurface.batchnumvertices;j++)
12082 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12083 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12085 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12086 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12087 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12088 rsurface.batchvertex3f_vertexbuffer = NULL;
12089 rsurface.batchvertex3f_bufferoffset = 0;
12090 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12091 rsurface.batchnormal3f_vertexbuffer = NULL;
12092 rsurface.batchnormal3f_bufferoffset = 0;
12093 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12095 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12096 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12097 rsurface.batchsvector3f_vertexbuffer = NULL;
12098 rsurface.batchsvector3f_bufferoffset = 0;
12099 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12100 rsurface.batchtvector3f_vertexbuffer = NULL;
12101 rsurface.batchtvector3f_bufferoffset = 0;
12104 case Q3DEFORM_MOVE:
12105 // deform vertex array
12106 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12107 break; // if wavefunc is a nop, don't make a dynamic vertex array
12108 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12109 VectorScale(deform->parms, scale, waveparms);
12110 for (j = 0;j < rsurface.batchnumvertices;j++)
12111 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12112 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12113 rsurface.batchvertex3f_vertexbuffer = NULL;
12114 rsurface.batchvertex3f_bufferoffset = 0;
12119 // generate texcoords based on the chosen texcoord source
12120 switch(rsurface.texture->tcgen.tcgen)
12123 case Q3TCGEN_TEXTURE:
12125 case Q3TCGEN_LIGHTMAP:
12126 if (rsurface.batchtexcoordlightmap2f)
12127 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12128 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12129 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12130 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12132 case Q3TCGEN_VECTOR:
12133 for (j = 0;j < rsurface.batchnumvertices;j++)
12135 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12136 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12138 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12139 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12140 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12142 case Q3TCGEN_ENVIRONMENT:
12143 // make environment reflections using a spheremap
12144 for (j = 0;j < rsurface.batchnumvertices;j++)
12146 // identical to Q3A's method, but executed in worldspace so
12147 // carried models can be shiny too
12149 float viewer[3], d, reflected[3], worldreflected[3];
12151 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12152 // VectorNormalize(viewer);
12154 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12156 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12157 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12158 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12159 // note: this is proportinal to viewer, so we can normalize later
12161 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12162 VectorNormalize(worldreflected);
12164 // note: this sphere map only uses world x and z!
12165 // so positive and negative y will LOOK THE SAME.
12166 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12167 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12169 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12170 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12171 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12174 // the only tcmod that needs software vertex processing is turbulent, so
12175 // check for it here and apply the changes if needed
12176 // and we only support that as the first one
12177 // (handling a mixture of turbulent and other tcmods would be problematic
12178 // without punting it entirely to a software path)
12179 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12181 amplitude = rsurface.texture->tcmods[0].parms[1];
12182 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12183 for (j = 0;j < rsurface.batchnumvertices;j++)
12185 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12186 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12188 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12189 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12190 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12193 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12195 // convert the modified arrays to vertex structs
12196 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12197 rsurface.batchvertexmeshbuffer = NULL;
12198 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12199 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12200 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12201 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12202 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12203 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12204 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12206 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12208 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12209 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12212 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12213 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12214 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12215 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12216 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12217 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12218 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12219 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12220 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12223 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12225 // convert the modified arrays to vertex structs
12226 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12227 rsurface.batchvertexpositionbuffer = NULL;
12228 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12229 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12231 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12232 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12236 void RSurf_DrawBatch(void)
12238 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12239 // through the pipeline, killing it earlier in the pipeline would have
12240 // per-surface overhead rather than per-batch overhead, so it's best to
12241 // reject it here, before it hits glDraw.
12242 if (rsurface.batchnumtriangles == 0)
12245 // batch debugging code
12246 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12252 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12253 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12256 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12258 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12260 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12261 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12268 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12271 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12273 // pick the closest matching water plane
12274 int planeindex, vertexindex, bestplaneindex = -1;
12278 r_waterstate_waterplane_t *p;
12279 qboolean prepared = false;
12281 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12283 if(p->camera_entity != rsurface.texture->camera_entity)
12288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12290 if(rsurface.batchnumvertices == 0)
12293 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12295 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12296 d += fabs(PlaneDiff(vert, &p->plane));
12298 if (bestd > d || bestplaneindex < 0)
12301 bestplaneindex = planeindex;
12304 return bestplaneindex;
12305 // NOTE: this MAY return a totally unrelated water plane; we can ignore
12306 // this situation though, as it might be better to render single larger
12307 // batches with useless stuff (backface culled for example) than to
12308 // render multiple smaller batches
12311 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12314 for (i = 0;i < rsurface.batchnumvertices;i++)
12315 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12316 rsurface.passcolor4f = rsurface.array_passcolor4f;
12317 rsurface.passcolor4f_vertexbuffer = 0;
12318 rsurface.passcolor4f_bufferoffset = 0;
12321 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12328 if (rsurface.passcolor4f)
12330 // generate color arrays
12331 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12333 f = RSurf_FogVertex(v);
12342 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12344 f = RSurf_FogVertex(v);
12351 rsurface.passcolor4f = rsurface.array_passcolor4f;
12352 rsurface.passcolor4f_vertexbuffer = 0;
12353 rsurface.passcolor4f_bufferoffset = 0;
12356 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12363 if (!rsurface.passcolor4f)
12365 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12367 f = RSurf_FogVertex(v);
12368 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12369 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12370 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12373 rsurface.passcolor4f = rsurface.array_passcolor4f;
12374 rsurface.passcolor4f_vertexbuffer = 0;
12375 rsurface.passcolor4f_bufferoffset = 0;
12378 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12383 if (!rsurface.passcolor4f)
12385 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12392 rsurface.passcolor4f = rsurface.array_passcolor4f;
12393 rsurface.passcolor4f_vertexbuffer = 0;
12394 rsurface.passcolor4f_bufferoffset = 0;
12397 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12402 if (!rsurface.passcolor4f)
12404 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12406 c2[0] = c[0] + r_refdef.scene.ambient;
12407 c2[1] = c[1] + r_refdef.scene.ambient;
12408 c2[2] = c[2] + r_refdef.scene.ambient;
12411 rsurface.passcolor4f = rsurface.array_passcolor4f;
12412 rsurface.passcolor4f_vertexbuffer = 0;
12413 rsurface.passcolor4f_bufferoffset = 0;
12416 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12419 rsurface.passcolor4f = NULL;
12420 rsurface.passcolor4f_vertexbuffer = 0;
12421 rsurface.passcolor4f_bufferoffset = 0;
12422 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12423 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12424 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12425 GL_Color(r, g, b, a);
12426 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12430 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12432 // TODO: optimize applyfog && applycolor case
12433 // just apply fog if necessary, and tint the fog color array if necessary
12434 rsurface.passcolor4f = NULL;
12435 rsurface.passcolor4f_vertexbuffer = 0;
12436 rsurface.passcolor4f_bufferoffset = 0;
12437 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12438 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12439 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12440 GL_Color(r, g, b, a);
12444 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12447 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12448 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12449 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12450 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12451 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12452 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12453 GL_Color(r, g, b, a);
12457 static void RSurf_DrawBatch_GL11_ClampColor(void)
12462 if (!rsurface.passcolor4f)
12464 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12466 c2[0] = bound(0.0f, c1[0], 1.0f);
12467 c2[1] = bound(0.0f, c1[1], 1.0f);
12468 c2[2] = bound(0.0f, c1[2], 1.0f);
12469 c2[3] = bound(0.0f, c1[3], 1.0f);
12473 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12483 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12485 f = -DotProduct(r_refdef.view.forward, n);
12487 f = f * 0.85 + 0.15; // work around so stuff won't get black
12488 f *= r_refdef.lightmapintensity;
12489 Vector4Set(c, f, f, f, 1);
12492 rsurface.passcolor4f = rsurface.array_passcolor4f;
12493 rsurface.passcolor4f_vertexbuffer = 0;
12494 rsurface.passcolor4f_bufferoffset = 0;
12497 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12499 RSurf_DrawBatch_GL11_ApplyFakeLight();
12500 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12501 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12502 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12503 GL_Color(r, g, b, a);
12507 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12515 vec3_t ambientcolor;
12516 vec3_t diffusecolor;
12520 VectorCopy(rsurface.modellight_lightdir, lightdir);
12521 f = 0.5f * r_refdef.lightmapintensity;
12522 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12523 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12524 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12525 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12526 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12527 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12529 if (VectorLength2(diffusecolor) > 0)
12531 // q3-style directional shading
12532 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12534 if ((f = DotProduct(n, lightdir)) > 0)
12535 VectorMA(ambientcolor, f, diffusecolor, c);
12537 VectorCopy(ambientcolor, c);
12544 rsurface.passcolor4f = rsurface.array_passcolor4f;
12545 rsurface.passcolor4f_vertexbuffer = 0;
12546 rsurface.passcolor4f_bufferoffset = 0;
12547 *applycolor = false;
12551 *r = ambientcolor[0];
12552 *g = ambientcolor[1];
12553 *b = ambientcolor[2];
12554 rsurface.passcolor4f = NULL;
12555 rsurface.passcolor4f_vertexbuffer = 0;
12556 rsurface.passcolor4f_bufferoffset = 0;
12560 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12562 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12563 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12564 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12565 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12566 GL_Color(r, g, b, a);
12570 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12576 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12578 f = 1 - RSurf_FogVertex(v);
12586 void RSurf_SetupDepthAndCulling(void)
12588 // submodels are biased to avoid z-fighting with world surfaces that they
12589 // may be exactly overlapping (avoids z-fighting artifacts on certain
12590 // doors and things in Quake maps)
12591 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12592 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12593 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12594 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12597 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12599 // transparent sky would be ridiculous
12600 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12602 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12603 skyrenderlater = true;
12604 RSurf_SetupDepthAndCulling();
12605 GL_DepthMask(true);
12606 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12607 // skymasking on them, and Quake3 never did sky masking (unlike
12608 // software Quake and software Quake2), so disable the sky masking
12609 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12610 // and skymasking also looks very bad when noclipping outside the
12611 // level, so don't use it then either.
12612 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12614 R_Mesh_ResetTextureState();
12615 if (skyrendermasked)
12617 R_SetupShader_DepthOrShadow();
12618 // depth-only (masking)
12619 GL_ColorMask(0,0,0,0);
12620 // just to make sure that braindead drivers don't draw
12621 // anything despite that colormask...
12622 GL_BlendFunc(GL_ZERO, GL_ONE);
12623 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12624 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12628 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12630 GL_BlendFunc(GL_ONE, GL_ZERO);
12631 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12632 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12633 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12636 if (skyrendermasked)
12637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12639 R_Mesh_ResetTextureState();
12640 GL_Color(1, 1, 1, 1);
12643 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12644 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12645 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12647 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12651 // render screenspace normalmap to texture
12652 GL_DepthMask(true);
12653 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12658 // bind lightmap texture
12660 // water/refraction/reflection/camera surfaces have to be handled specially
12661 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12663 int start, end, startplaneindex;
12664 for (start = 0;start < texturenumsurfaces;start = end)
12666 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12667 if(startplaneindex < 0)
12669 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
12670 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12674 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12676 // now that we have a batch using the same planeindex, render it
12677 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12679 // render water or distortion background
12680 GL_DepthMask(true);
12681 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12683 // blend surface on top
12684 GL_DepthMask(false);
12685 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12688 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
12690 // render surface with reflection texture as input
12691 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12692 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12699 // render surface batch normally
12700 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12701 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12705 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12707 // OpenGL 1.3 path - anything not completely ancient
12708 qboolean applycolor;
12711 const texturelayer_t *layer;
12712 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12713 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12715 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12718 int layertexrgbscale;
12719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12721 if (layerindex == 0)
12722 GL_AlphaTest(true);
12725 GL_AlphaTest(false);
12726 GL_DepthFunc(GL_EQUAL);
12729 GL_DepthMask(layer->depthmask && writedepth);
12730 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12731 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12733 layertexrgbscale = 4;
12734 VectorScale(layer->color, 0.25f, layercolor);
12736 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12738 layertexrgbscale = 2;
12739 VectorScale(layer->color, 0.5f, layercolor);
12743 layertexrgbscale = 1;
12744 VectorScale(layer->color, 1.0f, layercolor);
12746 layercolor[3] = layer->color[3];
12747 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12748 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12749 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12750 switch (layer->type)
12752 case TEXTURELAYERTYPE_LITTEXTURE:
12753 // single-pass lightmapped texture with 2x rgbscale
12754 R_Mesh_TexBind(0, r_texture_white);
12755 R_Mesh_TexMatrix(0, NULL);
12756 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12757 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12758 R_Mesh_TexBind(1, layer->texture);
12759 R_Mesh_TexMatrix(1, &layer->texmatrix);
12760 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12761 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12763 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12764 else if (FAKELIGHT_ENABLED)
12765 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12766 else if (rsurface.uselightmaptexture)
12767 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12769 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12771 case TEXTURELAYERTYPE_TEXTURE:
12772 // singletexture unlit texture with transparency support
12773 R_Mesh_TexBind(0, layer->texture);
12774 R_Mesh_TexMatrix(0, &layer->texmatrix);
12775 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12776 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12777 R_Mesh_TexBind(1, 0);
12778 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12779 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12781 case TEXTURELAYERTYPE_FOG:
12782 // singletexture fogging
12783 if (layer->texture)
12785 R_Mesh_TexBind(0, layer->texture);
12786 R_Mesh_TexMatrix(0, &layer->texmatrix);
12787 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12788 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12792 R_Mesh_TexBind(0, 0);
12793 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12795 R_Mesh_TexBind(1, 0);
12796 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12797 // generate a color array for the fog pass
12798 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12799 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12803 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12808 GL_DepthFunc(GL_LEQUAL);
12809 GL_AlphaTest(false);
12813 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12815 // OpenGL 1.1 - crusty old voodoo path
12818 const texturelayer_t *layer;
12819 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12820 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12822 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12824 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12826 if (layerindex == 0)
12827 GL_AlphaTest(true);
12830 GL_AlphaTest(false);
12831 GL_DepthFunc(GL_EQUAL);
12834 GL_DepthMask(layer->depthmask && writedepth);
12835 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12836 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12837 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12838 switch (layer->type)
12840 case TEXTURELAYERTYPE_LITTEXTURE:
12841 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12843 // two-pass lit texture with 2x rgbscale
12844 // first the lightmap pass
12845 R_Mesh_TexBind(0, r_texture_white);
12846 R_Mesh_TexMatrix(0, NULL);
12847 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12848 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12849 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12850 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12851 else if (FAKELIGHT_ENABLED)
12852 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12853 else if (rsurface.uselightmaptexture)
12854 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12856 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12857 // then apply the texture to it
12858 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12859 R_Mesh_TexBind(0, layer->texture);
12860 R_Mesh_TexMatrix(0, &layer->texmatrix);
12861 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12862 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12863 RSurf_DrawBatch_GL11_Unlit(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);
12867 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12868 R_Mesh_TexBind(0, layer->texture);
12869 R_Mesh_TexMatrix(0, &layer->texmatrix);
12870 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12871 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12872 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12873 RSurf_DrawBatch_GL11_VertexShade(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);
12875 RSurf_DrawBatch_GL11_VertexColor(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);
12878 case TEXTURELAYERTYPE_TEXTURE:
12879 // singletexture unlit texture with transparency support
12880 R_Mesh_TexBind(0, layer->texture);
12881 R_Mesh_TexMatrix(0, &layer->texmatrix);
12882 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12883 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12884 RSurf_DrawBatch_GL11_Unlit(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);
12886 case TEXTURELAYERTYPE_FOG:
12887 // singletexture fogging
12888 if (layer->texture)
12890 R_Mesh_TexBind(0, layer->texture);
12891 R_Mesh_TexMatrix(0, &layer->texmatrix);
12892 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12893 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12897 R_Mesh_TexBind(0, 0);
12898 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12900 // generate a color array for the fog pass
12901 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12902 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12906 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12909 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12911 GL_DepthFunc(GL_LEQUAL);
12912 GL_AlphaTest(false);
12916 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12920 r_vertexgeneric_t *batchvertex;
12923 GL_AlphaTest(false);
12924 // R_Mesh_ResetTextureState();
12925 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12927 if(rsurface.texture && rsurface.texture->currentskinframe)
12929 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12930 c[3] *= rsurface.texture->currentalpha;
12940 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12942 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12943 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12944 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12947 // brighten it up (as texture value 127 means "unlit")
12948 c[0] *= 2 * r_refdef.view.colorscale;
12949 c[1] *= 2 * r_refdef.view.colorscale;
12950 c[2] *= 2 * r_refdef.view.colorscale;
12952 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12953 c[3] *= r_wateralpha.value;
12955 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12958 GL_DepthMask(false);
12960 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12962 GL_BlendFunc(GL_ONE, GL_ONE);
12963 GL_DepthMask(false);
12965 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12967 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12968 GL_DepthMask(false);
12970 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12972 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12973 GL_DepthMask(false);
12977 GL_BlendFunc(GL_ONE, GL_ZERO);
12978 GL_DepthMask(writedepth);
12981 if (r_showsurfaces.integer == 3)
12983 rsurface.passcolor4f = NULL;
12985 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12987 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12989 rsurface.passcolor4f = NULL;
12990 rsurface.passcolor4f_vertexbuffer = 0;
12991 rsurface.passcolor4f_bufferoffset = 0;
12993 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12995 qboolean applycolor = true;
12998 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13000 r_refdef.lightmapintensity = 1;
13001 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
13002 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
13004 else if (FAKELIGHT_ENABLED)
13006 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13008 r_refdef.lightmapintensity = r_fakelight_intensity.value;
13009 RSurf_DrawBatch_GL11_ApplyFakeLight();
13010 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
13014 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13016 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
13017 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
13018 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
13021 if(!rsurface.passcolor4f)
13022 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
13024 RSurf_DrawBatch_GL11_ApplyAmbient();
13025 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
13026 if(r_refdef.fogenabled)
13027 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
13028 RSurf_DrawBatch_GL11_ClampColor();
13030 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
13031 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13034 else if (!r_refdef.view.showdebug)
13036 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13037 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13038 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13040 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13041 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13043 R_Mesh_PrepareVertices_Generic_Unlock();
13046 else if (r_showsurfaces.integer == 4)
13048 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13049 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13050 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13052 unsigned char c = vi << 3;
13053 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13054 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13056 R_Mesh_PrepareVertices_Generic_Unlock();
13059 else if (r_showsurfaces.integer == 2)
13062 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13063 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13064 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13066 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13067 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13068 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13069 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13070 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13071 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13072 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13074 R_Mesh_PrepareVertices_Generic_Unlock();
13075 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13079 int texturesurfaceindex;
13081 const msurface_t *surface;
13082 unsigned char surfacecolor4ub[4];
13083 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13084 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13086 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13088 surface = texturesurfacelist[texturesurfaceindex];
13089 k = (int)(((size_t)surface) / sizeof(msurface_t));
13090 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13091 for (j = 0;j < surface->num_vertices;j++)
13093 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13094 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13098 R_Mesh_PrepareVertices_Generic_Unlock();
13103 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13106 RSurf_SetupDepthAndCulling();
13107 if (r_showsurfaces.integer)
13109 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13112 switch (vid.renderpath)
13114 case RENDERPATH_GL20:
13115 case RENDERPATH_CGGL:
13116 case RENDERPATH_D3D9:
13117 case RENDERPATH_D3D10:
13118 case RENDERPATH_D3D11:
13119 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13121 case RENDERPATH_GL13:
13122 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13124 case RENDERPATH_GL11:
13125 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13131 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13134 RSurf_SetupDepthAndCulling();
13135 if (r_showsurfaces.integer)
13137 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13140 switch (vid.renderpath)
13142 case RENDERPATH_GL20:
13143 case RENDERPATH_CGGL:
13144 case RENDERPATH_D3D9:
13145 case RENDERPATH_D3D10:
13146 case RENDERPATH_D3D11:
13147 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13149 case RENDERPATH_GL13:
13150 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13152 case RENDERPATH_GL11:
13153 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13159 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13162 int texturenumsurfaces, endsurface;
13163 texture_t *texture;
13164 const msurface_t *surface;
13165 #define MAXBATCH_TRANSPARENTSURFACES 256
13166 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13168 // if the model is static it doesn't matter what value we give for
13169 // wantnormals and wanttangents, so this logic uses only rules applicable
13170 // to a model, knowing that they are meaningless otherwise
13171 if (ent == r_refdef.scene.worldentity)
13172 RSurf_ActiveWorldEntity();
13173 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13174 RSurf_ActiveModelEntity(ent, false, false, false);
13177 switch (vid.renderpath)
13179 case RENDERPATH_GL20:
13180 case RENDERPATH_CGGL:
13181 case RENDERPATH_D3D9:
13182 case RENDERPATH_D3D10:
13183 case RENDERPATH_D3D11:
13184 RSurf_ActiveModelEntity(ent, true, true, false);
13186 case RENDERPATH_GL13:
13187 case RENDERPATH_GL11:
13188 RSurf_ActiveModelEntity(ent, true, false, false);
13193 if (r_transparentdepthmasking.integer)
13195 qboolean setup = false;
13196 for (i = 0;i < numsurfaces;i = j)
13199 surface = rsurface.modelsurfaces + surfacelist[i];
13200 texture = surface->texture;
13201 rsurface.texture = R_GetCurrentTexture(texture);
13202 rsurface.lightmaptexture = NULL;
13203 rsurface.deluxemaptexture = NULL;
13204 rsurface.uselightmaptexture = false;
13205 // scan ahead until we find a different texture
13206 endsurface = min(i + 1024, numsurfaces);
13207 texturenumsurfaces = 0;
13208 texturesurfacelist[texturenumsurfaces++] = surface;
13209 for (;j < endsurface;j++)
13211 surface = rsurface.modelsurfaces + surfacelist[j];
13212 if (texture != surface->texture)
13214 texturesurfacelist[texturenumsurfaces++] = surface;
13216 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13218 // render the range of surfaces as depth
13222 GL_ColorMask(0,0,0,0);
13224 GL_DepthTest(true);
13225 GL_BlendFunc(GL_ONE, GL_ZERO);
13226 GL_DepthMask(true);
13227 GL_AlphaTest(false);
13228 // R_Mesh_ResetTextureState();
13229 R_SetupShader_DepthOrShadow();
13231 RSurf_SetupDepthAndCulling();
13232 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13233 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13237 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13240 for (i = 0;i < numsurfaces;i = j)
13243 surface = rsurface.modelsurfaces + surfacelist[i];
13244 texture = surface->texture;
13245 rsurface.texture = R_GetCurrentTexture(texture);
13246 // scan ahead until we find a different texture
13247 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13248 texturenumsurfaces = 0;
13249 texturesurfacelist[texturenumsurfaces++] = surface;
13250 if(FAKELIGHT_ENABLED)
13252 rsurface.lightmaptexture = NULL;
13253 rsurface.deluxemaptexture = NULL;
13254 rsurface.uselightmaptexture = false;
13255 for (;j < endsurface;j++)
13257 surface = rsurface.modelsurfaces + surfacelist[j];
13258 if (texture != surface->texture)
13260 texturesurfacelist[texturenumsurfaces++] = surface;
13265 rsurface.lightmaptexture = surface->lightmaptexture;
13266 rsurface.deluxemaptexture = surface->deluxemaptexture;
13267 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13268 for (;j < endsurface;j++)
13270 surface = rsurface.modelsurfaces + surfacelist[j];
13271 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13273 texturesurfacelist[texturenumsurfaces++] = surface;
13276 // render the range of surfaces
13277 if (ent == r_refdef.scene.worldentity)
13278 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13280 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13282 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13283 GL_AlphaTest(false);
13286 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13288 // transparent surfaces get pushed off into the transparent queue
13289 int surfacelistindex;
13290 const msurface_t *surface;
13291 vec3_t tempcenter, center;
13292 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13294 surface = texturesurfacelist[surfacelistindex];
13295 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13296 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13297 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13298 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13299 if (queueentity->transparent_offset) // transparent offset
13301 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13302 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13303 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13305 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13309 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13311 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13313 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13315 RSurf_SetupDepthAndCulling();
13316 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13317 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13321 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13323 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13326 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13329 if (!rsurface.texture->currentnumlayers)
13331 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13332 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13334 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13336 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13337 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13338 else if (!rsurface.texture->currentnumlayers)
13340 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13342 // in the deferred case, transparent surfaces were queued during prepass
13343 if (!r_shadow_usingdeferredprepass)
13344 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13348 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13349 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13354 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13357 texture_t *texture;
13358 // break the surface list down into batches by texture and use of lightmapping
13359 for (i = 0;i < numsurfaces;i = j)
13362 // texture is the base texture pointer, rsurface.texture is the
13363 // current frame/skin the texture is directing us to use (for example
13364 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13365 // use skin 1 instead)
13366 texture = surfacelist[i]->texture;
13367 rsurface.texture = R_GetCurrentTexture(texture);
13368 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13370 // if this texture is not the kind we want, skip ahead to the next one
13371 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13375 if(FAKELIGHT_ENABLED || depthonly || prepass)
13377 rsurface.lightmaptexture = NULL;
13378 rsurface.deluxemaptexture = NULL;
13379 rsurface.uselightmaptexture = false;
13380 // simply scan ahead until we find a different texture or lightmap state
13381 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13386 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13387 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13388 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13389 // simply scan ahead until we find a different texture or lightmap state
13390 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13393 // render the range of surfaces
13394 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13398 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13402 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13405 if (!rsurface.texture->currentnumlayers)
13407 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13408 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13410 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13412 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13413 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13414 else if (!rsurface.texture->currentnumlayers)
13416 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13418 // in the deferred case, transparent surfaces were queued during prepass
13419 if (!r_shadow_usingdeferredprepass)
13420 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13424 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13425 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13430 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13433 texture_t *texture;
13434 // break the surface list down into batches by texture and use of lightmapping
13435 for (i = 0;i < numsurfaces;i = j)
13438 // texture is the base texture pointer, rsurface.texture is the
13439 // current frame/skin the texture is directing us to use (for example
13440 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13441 // use skin 1 instead)
13442 texture = surfacelist[i]->texture;
13443 rsurface.texture = R_GetCurrentTexture(texture);
13444 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13446 // if this texture is not the kind we want, skip ahead to the next one
13447 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13451 if(FAKELIGHT_ENABLED || depthonly || prepass)
13453 rsurface.lightmaptexture = NULL;
13454 rsurface.deluxemaptexture = NULL;
13455 rsurface.uselightmaptexture = false;
13456 // simply scan ahead until we find a different texture or lightmap state
13457 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13462 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13463 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13464 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13465 // simply scan ahead until we find a different texture or lightmap state
13466 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13469 // render the range of surfaces
13470 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13474 float locboxvertex3f[6*4*3] =
13476 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13477 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13478 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13479 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13480 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13481 1,0,0, 0,0,0, 0,1,0, 1,1,0
13484 unsigned short locboxelements[6*2*3] =
13489 12,13,14, 12,14,15,
13490 16,17,18, 16,18,19,
13494 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13497 cl_locnode_t *loc = (cl_locnode_t *)ent;
13499 float vertex3f[6*4*3];
13501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13502 GL_DepthMask(false);
13503 GL_DepthRange(0, 1);
13504 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13505 GL_DepthTest(true);
13506 GL_CullFace(GL_NONE);
13507 R_EntityMatrix(&identitymatrix);
13509 // R_Mesh_ResetTextureState();
13511 i = surfacelist[0];
13512 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13513 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13514 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13515 surfacelist[0] < 0 ? 0.5f : 0.125f);
13517 if (VectorCompare(loc->mins, loc->maxs))
13519 VectorSet(size, 2, 2, 2);
13520 VectorMA(loc->mins, -0.5f, size, mins);
13524 VectorCopy(loc->mins, mins);
13525 VectorSubtract(loc->maxs, loc->mins, size);
13528 for (i = 0;i < 6*4*3;)
13529 for (j = 0;j < 3;j++, i++)
13530 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13532 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13533 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13534 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13537 void R_DrawLocs(void)
13540 cl_locnode_t *loc, *nearestloc;
13542 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13543 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13545 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13546 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13550 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13552 if (decalsystem->decals)
13553 Mem_Free(decalsystem->decals);
13554 memset(decalsystem, 0, sizeof(*decalsystem));
13557 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)
13560 tridecal_t *decals;
13563 // expand or initialize the system
13564 if (decalsystem->maxdecals <= decalsystem->numdecals)
13566 decalsystem_t old = *decalsystem;
13567 qboolean useshortelements;
13568 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13569 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13570 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13571 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13572 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13573 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13574 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13575 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13576 if (decalsystem->numdecals)
13577 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13579 Mem_Free(old.decals);
13580 for (i = 0;i < decalsystem->maxdecals*3;i++)
13581 decalsystem->element3i[i] = i;
13582 if (useshortelements)
13583 for (i = 0;i < decalsystem->maxdecals*3;i++)
13584 decalsystem->element3s[i] = i;
13587 // grab a decal and search for another free slot for the next one
13588 decals = decalsystem->decals;
13589 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13590 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13592 decalsystem->freedecal = i;
13593 if (decalsystem->numdecals <= i)
13594 decalsystem->numdecals = i + 1;
13596 // initialize the decal
13598 decal->triangleindex = triangleindex;
13599 decal->surfaceindex = surfaceindex;
13600 decal->decalsequence = decalsequence;
13601 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13602 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13603 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13604 decal->color4ub[0][3] = 255;
13605 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13606 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13607 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13608 decal->color4ub[1][3] = 255;
13609 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13610 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13611 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13612 decal->color4ub[2][3] = 255;
13613 decal->vertex3f[0][0] = v0[0];
13614 decal->vertex3f[0][1] = v0[1];
13615 decal->vertex3f[0][2] = v0[2];
13616 decal->vertex3f[1][0] = v1[0];
13617 decal->vertex3f[1][1] = v1[1];
13618 decal->vertex3f[1][2] = v1[2];
13619 decal->vertex3f[2][0] = v2[0];
13620 decal->vertex3f[2][1] = v2[1];
13621 decal->vertex3f[2][2] = v2[2];
13622 decal->texcoord2f[0][0] = t0[0];
13623 decal->texcoord2f[0][1] = t0[1];
13624 decal->texcoord2f[1][0] = t1[0];
13625 decal->texcoord2f[1][1] = t1[1];
13626 decal->texcoord2f[2][0] = t2[0];
13627 decal->texcoord2f[2][1] = t2[1];
13630 extern cvar_t cl_decals_bias;
13631 extern cvar_t cl_decals_models;
13632 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13633 // baseparms, parms, temps
13634 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13639 const float *vertex3f;
13641 float points[2][9][3];
13648 e = rsurface.modelelement3i + 3*triangleindex;
13650 vertex3f = rsurface.modelvertex3f;
13652 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13654 index = 3*e[cornerindex];
13655 VectorCopy(vertex3f + index, v[cornerindex]);
13658 //TriangleNormal(v[0], v[1], v[2], normal);
13659 //if (DotProduct(normal, localnormal) < 0.0f)
13661 // clip by each of the box planes formed from the projection matrix
13662 // if anything survives, we emit the decal
13663 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]);
13666 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]);
13669 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]);
13672 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]);
13675 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]);
13678 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]);
13681 // some part of the triangle survived, so we have to accept it...
13684 // dynamic always uses the original triangle
13686 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13688 index = 3*e[cornerindex];
13689 VectorCopy(vertex3f + index, v[cornerindex]);
13692 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13694 // convert vertex positions to texcoords
13695 Matrix4x4_Transform(projection, v[cornerindex], temp);
13696 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13697 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13698 // calculate distance fade from the projection origin
13699 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13700 f = bound(0.0f, f, 1.0f);
13701 c[cornerindex][0] = r * f;
13702 c[cornerindex][1] = g * f;
13703 c[cornerindex][2] = b * f;
13704 c[cornerindex][3] = 1.0f;
13705 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13708 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13710 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13711 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);
13713 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)
13715 matrix4x4_t projection;
13716 decalsystem_t *decalsystem;
13719 const msurface_t *surface;
13720 const msurface_t *surfaces;
13721 const int *surfacelist;
13722 const texture_t *texture;
13724 int numsurfacelist;
13725 int surfacelistindex;
13728 float localorigin[3];
13729 float localnormal[3];
13730 float localmins[3];
13731 float localmaxs[3];
13734 float planes[6][4];
13737 int bih_triangles_count;
13738 int bih_triangles[256];
13739 int bih_surfaces[256];
13741 decalsystem = &ent->decalsystem;
13742 model = ent->model;
13743 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13745 R_DecalSystem_Reset(&ent->decalsystem);
13749 if (!model->brush.data_leafs && !cl_decals_models.integer)
13751 if (decalsystem->model)
13752 R_DecalSystem_Reset(decalsystem);
13756 if (decalsystem->model != model)
13757 R_DecalSystem_Reset(decalsystem);
13758 decalsystem->model = model;
13760 RSurf_ActiveModelEntity(ent, false, false, false);
13762 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13763 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13764 VectorNormalize(localnormal);
13765 localsize = worldsize*rsurface.inversematrixscale;
13766 localmins[0] = localorigin[0] - localsize;
13767 localmins[1] = localorigin[1] - localsize;
13768 localmins[2] = localorigin[2] - localsize;
13769 localmaxs[0] = localorigin[0] + localsize;
13770 localmaxs[1] = localorigin[1] + localsize;
13771 localmaxs[2] = localorigin[2] + localsize;
13773 //VectorCopy(localnormal, planes[4]);
13774 //VectorVectors(planes[4], planes[2], planes[0]);
13775 AnglesFromVectors(angles, localnormal, NULL, false);
13776 AngleVectors(angles, planes[0], planes[2], planes[4]);
13777 VectorNegate(planes[0], planes[1]);
13778 VectorNegate(planes[2], planes[3]);
13779 VectorNegate(planes[4], planes[5]);
13780 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13781 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13782 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13783 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13784 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13785 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13790 matrix4x4_t forwardprojection;
13791 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13792 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13797 float projectionvector[4][3];
13798 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13799 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13800 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13801 projectionvector[0][0] = planes[0][0] * ilocalsize;
13802 projectionvector[0][1] = planes[1][0] * ilocalsize;
13803 projectionvector[0][2] = planes[2][0] * ilocalsize;
13804 projectionvector[1][0] = planes[0][1] * ilocalsize;
13805 projectionvector[1][1] = planes[1][1] * ilocalsize;
13806 projectionvector[1][2] = planes[2][1] * ilocalsize;
13807 projectionvector[2][0] = planes[0][2] * ilocalsize;
13808 projectionvector[2][1] = planes[1][2] * ilocalsize;
13809 projectionvector[2][2] = planes[2][2] * ilocalsize;
13810 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13811 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13812 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13813 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13817 dynamic = model->surfmesh.isanimated;
13818 numsurfacelist = model->nummodelsurfaces;
13819 surfacelist = model->sortedmodelsurfaces;
13820 surfaces = model->data_surfaces;
13823 bih_triangles_count = -1;
13826 if(model->render_bih.numleafs)
13827 bih = &model->render_bih;
13828 else if(model->collision_bih.numleafs)
13829 bih = &model->collision_bih;
13832 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13833 if(bih_triangles_count == 0)
13835 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13837 if(bih_triangles_count > 0)
13839 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13841 surfaceindex = bih_surfaces[triangleindex];
13842 surface = surfaces + surfaceindex;
13843 texture = surface->texture;
13844 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13846 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13848 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13853 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13855 surfaceindex = surfacelist[surfacelistindex];
13856 surface = surfaces + surfaceindex;
13857 // check cull box first because it rejects more than any other check
13858 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13860 // skip transparent surfaces
13861 texture = surface->texture;
13862 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13864 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13866 numtriangles = surface->num_triangles;
13867 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13868 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13873 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13874 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)
13876 int renderentityindex;
13877 float worldmins[3];
13878 float worldmaxs[3];
13879 entity_render_t *ent;
13881 if (!cl_decals_newsystem.integer)
13884 worldmins[0] = worldorigin[0] - worldsize;
13885 worldmins[1] = worldorigin[1] - worldsize;
13886 worldmins[2] = worldorigin[2] - worldsize;
13887 worldmaxs[0] = worldorigin[0] + worldsize;
13888 worldmaxs[1] = worldorigin[1] + worldsize;
13889 worldmaxs[2] = worldorigin[2] + worldsize;
13891 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13893 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13895 ent = r_refdef.scene.entities[renderentityindex];
13896 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13899 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13903 typedef struct r_decalsystem_splatqueue_s
13905 vec3_t worldorigin;
13906 vec3_t worldnormal;
13912 r_decalsystem_splatqueue_t;
13914 int r_decalsystem_numqueued = 0;
13915 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13917 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)
13919 r_decalsystem_splatqueue_t *queue;
13921 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13924 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13925 VectorCopy(worldorigin, queue->worldorigin);
13926 VectorCopy(worldnormal, queue->worldnormal);
13927 Vector4Set(queue->color, r, g, b, a);
13928 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13929 queue->worldsize = worldsize;
13930 queue->decalsequence = cl.decalsequence++;
13933 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13936 r_decalsystem_splatqueue_t *queue;
13938 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13939 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);
13940 r_decalsystem_numqueued = 0;
13943 extern cvar_t cl_decals_max;
13944 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13947 decalsystem_t *decalsystem = &ent->decalsystem;
13954 if (!decalsystem->numdecals)
13957 if (r_showsurfaces.integer)
13960 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13962 R_DecalSystem_Reset(decalsystem);
13966 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13967 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13969 if (decalsystem->lastupdatetime)
13970 frametime = (cl.time - decalsystem->lastupdatetime);
13973 decalsystem->lastupdatetime = cl.time;
13974 decal = decalsystem->decals;
13975 numdecals = decalsystem->numdecals;
13977 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13979 if (decal->color4ub[0][3])
13981 decal->lived += frametime;
13982 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13984 memset(decal, 0, sizeof(*decal));
13985 if (decalsystem->freedecal > i)
13986 decalsystem->freedecal = i;
13990 decal = decalsystem->decals;
13991 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13994 // collapse the array by shuffling the tail decals into the gaps
13997 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13998 decalsystem->freedecal++;
13999 if (decalsystem->freedecal == numdecals)
14001 decal[decalsystem->freedecal] = decal[--numdecals];
14004 decalsystem->numdecals = numdecals;
14006 if (numdecals <= 0)
14008 // if there are no decals left, reset decalsystem
14009 R_DecalSystem_Reset(decalsystem);
14013 extern skinframe_t *decalskinframe;
14014 static void R_DrawModelDecals_Entity(entity_render_t *ent)
14017 decalsystem_t *decalsystem = &ent->decalsystem;
14026 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
14029 numdecals = decalsystem->numdecals;
14033 if (r_showsurfaces.integer)
14036 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14038 R_DecalSystem_Reset(decalsystem);
14042 // if the model is static it doesn't matter what value we give for
14043 // wantnormals and wanttangents, so this logic uses only rules applicable
14044 // to a model, knowing that they are meaningless otherwise
14045 if (ent == r_refdef.scene.worldentity)
14046 RSurf_ActiveWorldEntity();
14048 RSurf_ActiveModelEntity(ent, false, false, false);
14050 decalsystem->lastupdatetime = cl.time;
14051 decal = decalsystem->decals;
14053 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14055 // update vertex positions for animated models
14056 v3f = decalsystem->vertex3f;
14057 c4f = decalsystem->color4f;
14058 t2f = decalsystem->texcoord2f;
14059 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14061 if (!decal->color4ub[0][3])
14064 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14067 // update color values for fading decals
14068 if (decal->lived >= cl_decals_time.value)
14070 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14071 alpha *= (1.0f/255.0f);
14074 alpha = 1.0f/255.0f;
14076 c4f[ 0] = decal->color4ub[0][0] * alpha;
14077 c4f[ 1] = decal->color4ub[0][1] * alpha;
14078 c4f[ 2] = decal->color4ub[0][2] * alpha;
14080 c4f[ 4] = decal->color4ub[1][0] * alpha;
14081 c4f[ 5] = decal->color4ub[1][1] * alpha;
14082 c4f[ 6] = decal->color4ub[1][2] * alpha;
14084 c4f[ 8] = decal->color4ub[2][0] * alpha;
14085 c4f[ 9] = decal->color4ub[2][1] * alpha;
14086 c4f[10] = decal->color4ub[2][2] * alpha;
14089 t2f[0] = decal->texcoord2f[0][0];
14090 t2f[1] = decal->texcoord2f[0][1];
14091 t2f[2] = decal->texcoord2f[1][0];
14092 t2f[3] = decal->texcoord2f[1][1];
14093 t2f[4] = decal->texcoord2f[2][0];
14094 t2f[5] = decal->texcoord2f[2][1];
14096 // update vertex positions for animated models
14097 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14099 e = rsurface.modelelement3i + 3*decal->triangleindex;
14100 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14101 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14102 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14106 VectorCopy(decal->vertex3f[0], v3f);
14107 VectorCopy(decal->vertex3f[1], v3f + 3);
14108 VectorCopy(decal->vertex3f[2], v3f + 6);
14111 if (r_refdef.fogenabled)
14113 alpha = RSurf_FogVertex(v3f);
14114 VectorScale(c4f, alpha, c4f);
14115 alpha = RSurf_FogVertex(v3f + 3);
14116 VectorScale(c4f + 4, alpha, c4f + 4);
14117 alpha = RSurf_FogVertex(v3f + 6);
14118 VectorScale(c4f + 8, alpha, c4f + 8);
14129 r_refdef.stats.drawndecals += numtris;
14131 // now render the decals all at once
14132 // (this assumes they all use one particle font texture!)
14133 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);
14134 // R_Mesh_ResetTextureState();
14135 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14136 GL_DepthMask(false);
14137 GL_DepthRange(0, 1);
14138 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14139 GL_DepthTest(true);
14140 GL_CullFace(GL_NONE);
14141 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14142 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14143 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14147 static void R_DrawModelDecals(void)
14151 // fade faster when there are too many decals
14152 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14153 for (i = 0;i < r_refdef.scene.numentities;i++)
14154 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14156 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14157 for (i = 0;i < r_refdef.scene.numentities;i++)
14158 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14159 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14161 R_DecalSystem_ApplySplatEntitiesQueue();
14163 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14164 for (i = 0;i < r_refdef.scene.numentities;i++)
14165 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14167 r_refdef.stats.totaldecals += numdecals;
14169 if (r_showsurfaces.integer)
14172 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14174 for (i = 0;i < r_refdef.scene.numentities;i++)
14176 if (!r_refdef.viewcache.entityvisible[i])
14178 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14179 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14183 extern cvar_t mod_collision_bih;
14184 void R_DrawDebugModel(void)
14186 entity_render_t *ent = rsurface.entity;
14187 int i, j, k, l, flagsmask;
14188 const msurface_t *surface;
14189 dp_model_t *model = ent->model;
14192 switch(vid.renderpath)
14194 case RENDERPATH_GL11:
14195 case RENDERPATH_GL13:
14196 case RENDERPATH_GL20:
14197 case RENDERPATH_CGGL:
14199 case RENDERPATH_D3D9:
14200 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14202 case RENDERPATH_D3D10:
14203 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14205 case RENDERPATH_D3D11:
14206 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14210 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14212 // R_Mesh_ResetTextureState();
14213 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14214 GL_DepthRange(0, 1);
14215 GL_DepthTest(!r_showdisabledepthtest.integer);
14216 GL_DepthMask(false);
14217 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14219 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14223 qboolean cullbox = ent == r_refdef.scene.worldentity;
14224 const q3mbrush_t *brush;
14225 const bih_t *bih = &model->collision_bih;
14226 const bih_leaf_t *bihleaf;
14227 float vertex3f[3][3];
14228 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14230 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14232 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14234 switch (bihleaf->type)
14237 brush = model->brush.data_brushes + bihleaf->itemindex;
14238 if (brush->colbrushf && brush->colbrushf->numtriangles)
14240 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);
14241 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14242 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14245 case BIH_COLLISIONTRIANGLE:
14246 triangleindex = bihleaf->itemindex;
14247 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14248 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14249 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14250 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);
14251 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14252 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14254 case BIH_RENDERTRIANGLE:
14255 triangleindex = bihleaf->itemindex;
14256 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14257 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14258 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14259 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);
14260 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14261 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14267 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14269 if (r_showtris.integer || (r_shownormals.value != 0))
14271 if (r_showdisabledepthtest.integer)
14273 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14274 GL_DepthMask(false);
14278 GL_BlendFunc(GL_ONE, GL_ZERO);
14279 GL_DepthMask(true);
14281 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14283 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14285 rsurface.texture = R_GetCurrentTexture(surface->texture);
14286 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14289 if (r_showtris.value > 0)
14291 if (!rsurface.texture->currentlayers->depthmask)
14292 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14293 else if (ent == r_refdef.scene.worldentity)
14294 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14296 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14297 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14298 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14300 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14303 if (r_shownormals.value < 0)
14305 qglBegin(GL_LINES);
14306 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14308 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14309 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14310 qglVertex3f(v[0], v[1], v[2]);
14311 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14312 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14313 qglVertex3f(v[0], v[1], v[2]);
14318 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14320 qglBegin(GL_LINES);
14321 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14323 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14324 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14325 qglVertex3f(v[0], v[1], v[2]);
14326 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14327 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14328 qglVertex3f(v[0], v[1], v[2]);
14332 qglBegin(GL_LINES);
14333 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14335 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14336 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14337 qglVertex3f(v[0], v[1], v[2]);
14338 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14339 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14340 qglVertex3f(v[0], v[1], v[2]);
14344 qglBegin(GL_LINES);
14345 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14347 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14348 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14349 qglVertex3f(v[0], v[1], v[2]);
14350 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14351 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14352 qglVertex3f(v[0], v[1], v[2]);
14359 rsurface.texture = NULL;
14363 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14364 int r_maxsurfacelist = 0;
14365 const msurface_t **r_surfacelist = NULL;
14366 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14368 int i, j, endj, flagsmask;
14369 dp_model_t *model = r_refdef.scene.worldmodel;
14370 msurface_t *surfaces;
14371 unsigned char *update;
14372 int numsurfacelist = 0;
14376 if (r_maxsurfacelist < model->num_surfaces)
14378 r_maxsurfacelist = model->num_surfaces;
14380 Mem_Free((msurface_t**)r_surfacelist);
14381 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14384 RSurf_ActiveWorldEntity();
14386 surfaces = model->data_surfaces;
14387 update = model->brushq1.lightmapupdateflags;
14389 // update light styles on this submodel
14390 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14392 model_brush_lightstyleinfo_t *style;
14393 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14395 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14397 int *list = style->surfacelist;
14398 style->value = r_refdef.scene.lightstylevalue[style->style];
14399 for (j = 0;j < style->numsurfaces;j++)
14400 update[list[j]] = true;
14405 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14409 R_DrawDebugModel();
14410 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14414 rsurface.lightmaptexture = NULL;
14415 rsurface.deluxemaptexture = NULL;
14416 rsurface.uselightmaptexture = false;
14417 rsurface.texture = NULL;
14418 rsurface.rtlight = NULL;
14419 numsurfacelist = 0;
14420 // add visible surfaces to draw list
14421 for (i = 0;i < model->nummodelsurfaces;i++)
14423 j = model->sortedmodelsurfaces[i];
14424 if (r_refdef.viewcache.world_surfacevisible[j])
14425 r_surfacelist[numsurfacelist++] = surfaces + j;
14427 // update lightmaps if needed
14428 if (model->brushq1.firstrender)
14430 model->brushq1.firstrender = false;
14431 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14433 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14437 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14438 if (r_refdef.viewcache.world_surfacevisible[j])
14440 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14442 // don't do anything if there were no surfaces
14443 if (!numsurfacelist)
14445 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14448 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14449 GL_AlphaTest(false);
14451 // add to stats if desired
14452 if (r_speeds.integer && !skysurfaces && !depthonly)
14454 r_refdef.stats.world_surfaces += numsurfacelist;
14455 for (j = 0;j < numsurfacelist;j++)
14456 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14459 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14462 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14464 int i, j, endj, flagsmask;
14465 dp_model_t *model = ent->model;
14466 msurface_t *surfaces;
14467 unsigned char *update;
14468 int numsurfacelist = 0;
14472 if (r_maxsurfacelist < model->num_surfaces)
14474 r_maxsurfacelist = model->num_surfaces;
14476 Mem_Free((msurface_t **)r_surfacelist);
14477 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14480 // if the model is static it doesn't matter what value we give for
14481 // wantnormals and wanttangents, so this logic uses only rules applicable
14482 // to a model, knowing that they are meaningless otherwise
14483 if (ent == r_refdef.scene.worldentity)
14484 RSurf_ActiveWorldEntity();
14485 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14486 RSurf_ActiveModelEntity(ent, false, false, false);
14488 RSurf_ActiveModelEntity(ent, true, true, true);
14489 else if (depthonly)
14491 switch (vid.renderpath)
14493 case RENDERPATH_GL20:
14494 case RENDERPATH_CGGL:
14495 case RENDERPATH_D3D9:
14496 case RENDERPATH_D3D10:
14497 case RENDERPATH_D3D11:
14498 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14500 case RENDERPATH_GL13:
14501 case RENDERPATH_GL11:
14502 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14508 switch (vid.renderpath)
14510 case RENDERPATH_GL20:
14511 case RENDERPATH_CGGL:
14512 case RENDERPATH_D3D9:
14513 case RENDERPATH_D3D10:
14514 case RENDERPATH_D3D11:
14515 RSurf_ActiveModelEntity(ent, true, true, false);
14517 case RENDERPATH_GL13:
14518 case RENDERPATH_GL11:
14519 RSurf_ActiveModelEntity(ent, true, false, false);
14524 surfaces = model->data_surfaces;
14525 update = model->brushq1.lightmapupdateflags;
14527 // update light styles
14528 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14530 model_brush_lightstyleinfo_t *style;
14531 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14533 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14535 int *list = style->surfacelist;
14536 style->value = r_refdef.scene.lightstylevalue[style->style];
14537 for (j = 0;j < style->numsurfaces;j++)
14538 update[list[j]] = true;
14543 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14547 R_DrawDebugModel();
14548 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14552 rsurface.lightmaptexture = NULL;
14553 rsurface.deluxemaptexture = NULL;
14554 rsurface.uselightmaptexture = false;
14555 rsurface.texture = NULL;
14556 rsurface.rtlight = NULL;
14557 numsurfacelist = 0;
14558 // add visible surfaces to draw list
14559 for (i = 0;i < model->nummodelsurfaces;i++)
14560 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14561 // don't do anything if there were no surfaces
14562 if (!numsurfacelist)
14564 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14567 // update lightmaps if needed
14571 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14576 R_BuildLightMap(ent, surfaces + j);
14581 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14583 R_BuildLightMap(ent, surfaces + j);
14584 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14585 GL_AlphaTest(false);
14587 // add to stats if desired
14588 if (r_speeds.integer && !skysurfaces && !depthonly)
14590 r_refdef.stats.entities_surfaces += numsurfacelist;
14591 for (j = 0;j < numsurfacelist;j++)
14592 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14595 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14598 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14600 static texture_t texture;
14601 static msurface_t surface;
14602 const msurface_t *surfacelist = &surface;
14604 // fake enough texture and surface state to render this geometry
14606 texture.update_lastrenderframe = -1; // regenerate this texture
14607 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14608 texture.currentskinframe = skinframe;
14609 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14610 texture.offsetmapping = OFFSETMAPPING_OFF;
14611 texture.offsetscale = 1;
14612 texture.specularscalemod = 1;
14613 texture.specularpowermod = 1;
14615 surface.texture = &texture;
14616 surface.num_triangles = numtriangles;
14617 surface.num_firsttriangle = firsttriangle;
14618 surface.num_vertices = numvertices;
14619 surface.num_firstvertex = firstvertex;
14622 rsurface.texture = R_GetCurrentTexture(surface.texture);
14623 rsurface.lightmaptexture = NULL;
14624 rsurface.deluxemaptexture = NULL;
14625 rsurface.uselightmaptexture = false;
14626 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14629 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)
14631 static msurface_t surface;
14632 const msurface_t *surfacelist = &surface;
14634 // fake enough texture and surface state to render this geometry
14635 surface.texture = texture;
14636 surface.num_triangles = numtriangles;
14637 surface.num_firsttriangle = firsttriangle;
14638 surface.num_vertices = numvertices;
14639 surface.num_firstvertex = firstvertex;
14642 rsurface.texture = R_GetCurrentTexture(surface.texture);
14643 rsurface.lightmaptexture = NULL;
14644 rsurface.deluxemaptexture = NULL;
14645 rsurface.uselightmaptexture = false;
14646 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);