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"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 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)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 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"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 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)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 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"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 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)"};
77 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)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 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."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 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."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 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"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
98 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"};
100 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
101 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
102 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
103 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
104 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
105 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
106 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
107 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
109 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
110 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
111 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
113 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)"};
114 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
115 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
116 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
117 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
118 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)"};
119 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)"};
120 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)"};
121 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)"};
123 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)"};
124 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
125 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"};
126 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
127 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
129 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
130 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
131 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
132 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
134 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
135 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
136 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
137 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
138 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
139 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
140 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
142 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
143 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
144 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
145 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)"};
147 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"};
149 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"};
151 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
153 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
154 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
155 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"};
156 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
157 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
158 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
159 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
161 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)"};
163 extern cvar_t v_glslgamma;
165 extern qboolean v_flipped_state;
167 static struct r_bloomstate_s
172 int bloomwidth, bloomheight;
174 int screentexturewidth, screentextureheight;
175 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
177 int bloomtexturewidth, bloomtextureheight;
178 rtexture_t *texture_bloom;
180 // arrays for rendering the screen passes
181 float screentexcoord2f[8];
182 float bloomtexcoord2f[8];
183 float offsettexcoord2f[8];
185 r_viewport_t viewport;
189 r_waterstate_t r_waterstate;
191 /// shadow volume bsp struct with automatically growing nodes buffer
194 rtexture_t *r_texture_blanknormalmap;
195 rtexture_t *r_texture_white;
196 rtexture_t *r_texture_grey128;
197 rtexture_t *r_texture_black;
198 rtexture_t *r_texture_notexture;
199 rtexture_t *r_texture_whitecube;
200 rtexture_t *r_texture_normalizationcube;
201 rtexture_t *r_texture_fogattenuation;
202 rtexture_t *r_texture_gammaramps;
203 unsigned int r_texture_gammaramps_serial;
204 //rtexture_t *r_texture_fogintensity;
206 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
207 unsigned int r_numqueries;
208 unsigned int r_maxqueries;
210 typedef struct r_qwskincache_s
212 char name[MAX_QPATH];
213 skinframe_t *skinframe;
217 static r_qwskincache_t *r_qwskincache;
218 static int r_qwskincache_size;
220 /// vertex coordinates for a quad that covers the screen exactly
221 const float r_screenvertex3f[12] =
229 extern void R_DrawModelShadows(void);
231 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
234 for (i = 0;i < verts;i++)
245 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
248 for (i = 0;i < verts;i++)
258 // FIXME: move this to client?
261 if (gamemode == GAME_NEHAHRA)
263 Cvar_Set("gl_fogenable", "0");
264 Cvar_Set("gl_fogdensity", "0.2");
265 Cvar_Set("gl_fogred", "0.3");
266 Cvar_Set("gl_foggreen", "0.3");
267 Cvar_Set("gl_fogblue", "0.3");
269 r_refdef.fog_density = 0;
270 r_refdef.fog_red = 0;
271 r_refdef.fog_green = 0;
272 r_refdef.fog_blue = 0;
273 r_refdef.fog_alpha = 1;
274 r_refdef.fog_start = 0;
275 r_refdef.fog_end = 16384;
276 r_refdef.fog_height = 1<<30;
277 r_refdef.fog_fadedepth = 128;
280 static void R_BuildBlankTextures(void)
282 unsigned char data[4];
283 data[2] = 128; // normal X
284 data[1] = 128; // normal Y
285 data[0] = 255; // normal Z
286 data[3] = 128; // height
287 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
292 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
297 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
302 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
305 static void R_BuildNoTexture(void)
308 unsigned char pix[16][16][4];
309 // this makes a light grey/dark grey checkerboard texture
310 for (y = 0;y < 16;y++)
312 for (x = 0;x < 16;x++)
314 if ((y < 8) ^ (x < 8))
330 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
333 static void R_BuildWhiteCube(void)
335 unsigned char data[6*1*1*4];
336 memset(data, 255, sizeof(data));
337 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
340 static void R_BuildNormalizationCube(void)
344 vec_t s, t, intensity;
347 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
348 for (side = 0;side < 6;side++)
350 for (y = 0;y < NORMSIZE;y++)
352 for (x = 0;x < NORMSIZE;x++)
354 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
355 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
390 intensity = 127.0f / sqrt(DotProduct(v, v));
391 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
392 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
393 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
394 data[((side*64+y)*64+x)*4+3] = 255;
398 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
402 static void R_BuildFogTexture(void)
406 unsigned char data1[FOGWIDTH][4];
407 //unsigned char data2[FOGWIDTH][4];
410 r_refdef.fogmasktable_start = r_refdef.fog_start;
411 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
412 r_refdef.fogmasktable_range = r_refdef.fogrange;
413 r_refdef.fogmasktable_density = r_refdef.fog_density;
415 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
416 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
418 d = (x * r - r_refdef.fogmasktable_start);
419 if(developer.integer >= 100)
420 Con_Printf("%f ", d);
422 if (r_fog_exp2.integer)
423 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
425 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
426 if(developer.integer >= 100)
427 Con_Printf(" : %f ", alpha);
428 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
429 if(developer.integer >= 100)
430 Con_Printf(" = %f\n", alpha);
431 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
434 for (x = 0;x < FOGWIDTH;x++)
436 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
441 //data2[x][0] = 255 - b;
442 //data2[x][1] = 255 - b;
443 //data2[x][2] = 255 - b;
446 if (r_texture_fogattenuation)
448 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
449 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
453 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
454 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
458 static const char *builtinshaderstring =
459 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
460 "// written by Forest 'LordHavoc' Hale\n"
462 "// enable various extensions depending on permutation:\n"
464 "#ifdef VERTEX_SHADER\n"
465 "uniform mat4 ModelViewProjectionMatrix;\n"
468 "#ifdef MODE_DEPTH_OR_SHADOW\n"
469 "#ifdef VERTEX_SHADER\n"
472 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
475 "#else // !MODE_DEPTH_ORSHADOW\n"
476 "#ifdef MODE_SHOWDEPTH\n"
477 "#ifdef VERTEX_SHADER\n"
480 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
481 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
485 "#ifdef FRAGMENT_SHADER\n"
488 " gl_FragColor = gl_Color;\n"
491 "#else // !MODE_SHOWDEPTH\n"
492 "#ifdef MODE_POSTPROCESS\n"
493 "varying vec2 TexCoord1;\n"
494 "varying vec2 TexCoord2;\n"
496 "#ifdef VERTEX_SHADER\n"
499 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
500 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
502 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
507 "#ifdef FRAGMENT_SHADER\n"
508 "uniform sampler2D Texture_First;\n"
510 "uniform sampler2D Texture_Second;\n"
512 "#ifdef USEGAMMARAMPS\n"
513 "uniform sampler2D Texture_GammaRamps;\n"
515 "#ifdef USESATURATION\n"
516 "uniform float Saturation;\n"
518 "#ifdef USEVIEWTINT\n"
519 "uniform vec4 ViewTintColor;\n"
521 "//uncomment these if you want to use them:\n"
522 "uniform vec4 UserVec1;\n"
523 "// uniform vec4 UserVec2;\n"
524 "// uniform vec4 UserVec3;\n"
525 "// uniform vec4 UserVec4;\n"
526 "// uniform float ClientTime;\n"
527 "uniform vec2 PixelSize;\n"
530 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
532 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
534 "#ifdef USEVIEWTINT\n"
535 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
538 "#ifdef USEPOSTPROCESSING\n"
539 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
540 "// 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"
541 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
542 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
543 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
544 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
545 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
546 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
549 "#ifdef USESATURATION\n"
550 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
551 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
552 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
553 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
556 "#ifdef USEGAMMARAMPS\n"
557 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
558 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
559 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
563 "#else // !MODE_POSTPROCESS\n"
564 "#ifdef MODE_GENERIC\n"
565 "#ifdef USEDIFFUSE\n"
566 "varying vec2 TexCoord1;\n"
568 "#ifdef USESPECULAR\n"
569 "varying vec2 TexCoord2;\n"
571 "#ifdef VERTEX_SHADER\n"
574 " gl_FrontColor = gl_Color;\n"
575 "#ifdef USEDIFFUSE\n"
576 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USESPECULAR\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
581 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
585 "#ifdef FRAGMENT_SHADER\n"
586 "#ifdef USEDIFFUSE\n"
587 "uniform sampler2D Texture_First;\n"
589 "#ifdef USESPECULAR\n"
590 "uniform sampler2D Texture_Second;\n"
595 " gl_FragColor = gl_Color;\n"
596 "#ifdef USEDIFFUSE\n"
597 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
600 "#ifdef USESPECULAR\n"
601 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
602 "# ifdef USECOLORMAPPING\n"
603 " gl_FragColor *= tex2;\n"
606 " gl_FragColor += tex2;\n"
608 "# ifdef USEVERTEXTEXTUREBLEND\n"
609 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
614 "#else // !MODE_GENERIC\n"
615 "#ifdef MODE_BLOOMBLUR\n"
616 "varying TexCoord;\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_FrontColor = gl_Color;\n"
621 " TexCoord = gl_MultiTexCoord0.xy;\n"
622 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
626 "#ifdef FRAGMENT_SHADER\n"
627 "uniform sampler2D Texture_First;\n"
628 "uniform vec4 BloomBlur_Parameters;\n"
633 " vec2 tc = TexCoord;\n"
634 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
635 " tc += BloomBlur_Parameters.xy;\n"
636 " for (i = 1;i < SAMPLES;i++)\n"
638 " color += texture2D(Texture_First, tc).rgb;\n"
639 " tc += BloomBlur_Parameters.xy;\n"
641 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
644 "#else // !MODE_BLOOMBLUR\n"
645 "#ifdef MODE_REFRACTION\n"
646 "varying vec2 TexCoord;\n"
647 "varying vec4 ModelViewProjectionPosition;\n"
648 "uniform mat4 TexMatrix;\n"
649 "#ifdef VERTEX_SHADER\n"
653 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
654 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
655 " ModelViewProjectionPosition = gl_Position;\n"
659 "#ifdef FRAGMENT_SHADER\n"
660 "uniform sampler2D Texture_Normal;\n"
661 "uniform sampler2D Texture_Refraction;\n"
662 "uniform sampler2D Texture_Reflection;\n"
664 "uniform vec4 DistortScaleRefractReflect;\n"
665 "uniform vec4 ScreenScaleRefractReflect;\n"
666 "uniform vec4 ScreenCenterRefractReflect;\n"
667 "uniform vec4 RefractColor;\n"
668 "uniform vec4 ReflectColor;\n"
669 "uniform float ReflectFactor;\n"
670 "uniform float ReflectOffset;\n"
674 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
675 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
676 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
677 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
678 " // FIXME temporary hack to detect the case that the reflection\n"
679 " // gets blackened at edges due to leaving the area that contains actual\n"
681 " // Remove this 'ack once we have a better way to stop this thing from\n"
683 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
684 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
685 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
686 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
687 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
688 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
691 "#else // !MODE_REFRACTION\n"
692 "#ifdef MODE_WATER\n"
693 "varying vec2 TexCoord;\n"
694 "varying vec3 EyeVector;\n"
695 "varying vec4 ModelViewProjectionPosition;\n"
696 "#ifdef VERTEX_SHADER\n"
697 "uniform vec3 EyePosition;\n"
698 "uniform mat4 TexMatrix;\n"
702 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
703 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
704 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
705 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
706 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 " ModelViewProjectionPosition = gl_Position;\n"
712 "#ifdef FRAGMENT_SHADER\n"
713 "uniform sampler2D Texture_Normal;\n"
714 "uniform sampler2D Texture_Refraction;\n"
715 "uniform sampler2D Texture_Reflection;\n"
717 "uniform vec4 DistortScaleRefractReflect;\n"
718 "uniform vec4 ScreenScaleRefractReflect;\n"
719 "uniform vec4 ScreenCenterRefractReflect;\n"
720 "uniform vec4 RefractColor;\n"
721 "uniform vec4 ReflectColor;\n"
722 "uniform float ReflectFactor;\n"
723 "uniform float ReflectOffset;\n"
727 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
728 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
729 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
730 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
731 " // FIXME temporary hack to detect the case that the reflection\n"
732 " // gets blackened at edges due to leaving the area that contains actual\n"
734 " // Remove this 'ack once we have a better way to stop this thing from\n"
736 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
737 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
738 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
739 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
740 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
741 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
742 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
743 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
744 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
745 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
746 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
747 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
750 "#else // !MODE_WATER\n"
752 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
753 "# extension GL_ARB_texture_rectangle : enable\n"
756 "#ifdef USESHADOWMAP2D\n"
757 "# ifdef GL_EXT_gpu_shader4\n"
758 "# extension GL_EXT_gpu_shader4 : enable\n"
760 "# ifdef GL_ARB_texture_gather\n"
761 "# extension GL_ARB_texture_gather : enable\n"
763 "# ifdef GL_AMD_texture_texture4\n"
764 "# extension GL_AMD_texture_texture4 : enable\n"
769 "#ifdef USESHADOWMAPCUBE\n"
770 "# extension GL_EXT_gpu_shader4 : enable\n"
773 "#ifdef USESHADOWSAMPLER\n"
774 "# extension GL_ARB_shadow : enable\n"
777 "// common definitions between vertex shader and fragment shader:\n"
779 "//#ifdef __GLSL_CG_DATA_TYPES\n"
780 "//# define myhalf half\n"
781 "//# define myhalf2 half2\n"
782 "//# define myhalf3half3\n"
783 "//# define myhalf4 half4\n"
785 "# define myhalf float\n"
786 "# define myhalf2 vec2\n"
787 "# define myhalf3 vec3\n"
788 "# define myhalf4 vec4\n"
791 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
795 "varying vec2 TexCoord;\n"
796 "#ifdef USEVERTEXTEXTUREBLEND\n"
797 "varying vec2 TexCoord2;\n"
799 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
800 "#define USELIGHTMAP\n"
801 "varying vec2 TexCoordLightmap;\n"
804 "#ifdef MODE_LIGHTSOURCE\n"
805 "varying vec3 CubeVector;\n"
808 "#ifdef MODE_LIGHTSOURCE\n"
809 "varying vec3 LightVector;\n"
811 "#if defined(MODE_LIGHTDIRECTION)\n"
812 "varying vec3 LightVector;\n"
815 "#if defined(USEOFFSETMAPPING) || defined(USESPECULAR)\n"
816 "//#if defined(USEOFFSETMAPPING) || defined(USESPECULAR) || defined(MODE_LIGHTDIRECTION) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
817 "#define USEEYEVECTOR\n"
818 "varying vec3 EyeVector;\n"
821 "varying vec3 EyeVectorModelSpace;\n"
822 "varying float FogPlaneVertexDist;\n"
825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
826 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
827 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
828 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
831 "#ifdef USEREFLECTION\n"
832 "varying vec4 ModelViewProjectionPosition;\n"
834 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
835 "uniform vec3 LightPosition;\n"
836 "varying vec4 ModelViewPosition;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "uniform vec3 LightPosition;\n"
842 "uniform vec3 EyePosition;\n"
843 "#ifdef MODE_LIGHTDIRECTION\n"
844 "uniform vec3 LightDir;\n"
846 "uniform vec4 FogPlane;\n"
852 "// vertex shader specific:\n"
853 "#ifdef VERTEX_SHADER\n"
855 "// 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"
857 "#ifdef MODE_DEFERREDGEOMETRY\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef USEVERTEXTEXTUREBLEND\n"
860 "uniform mat4 BackgroundTexMatrix;\n"
862 "uniform mat4 ModelViewMatrix;\n"
865 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
866 "#ifdef USEVERTEXTEXTUREBLEND\n"
867 " gl_FrontColor = gl_Color;\n"
868 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
871 " // transform unnormalized eye direction into tangent space\n"
872 "#ifdef USEOFFSETMAPPING\n"
873 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
879 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
880 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
881 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
882 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
884 "#else // !MODE_DEFERREDGEOMETRY\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform mat4 ModelViewMatrix;\n"
889 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
890 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
892 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
893 "uniform mat4 TexMatrix;\n"
894 "#ifdef USEVERTEXTEXTUREBLEND\n"
895 "uniform mat4 BackgroundTexMatrix;\n"
897 "#ifdef MODE_LIGHTSOURCE\n"
898 "uniform mat4 ModelToLight;\n"
902 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
903 " gl_FrontColor = gl_Color;\n"
905 " // copy the surface texcoord\n"
906 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
907 "#ifdef USEVERTEXTEXTUREBLEND\n"
908 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
910 "#ifdef USELIGHTMAP\n"
911 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
914 "#ifdef MODE_LIGHTSOURCE\n"
915 " // transform vertex position into light attenuation/cubemap space\n"
916 " // (-1 to +1 across the light box)\n"
917 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
919 "# ifdef USEDIFFUSE\n"
920 " // transform unnormalized light direction into tangent space\n"
921 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
922 " // normalize it per pixel)\n"
923 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
924 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
925 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
926 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
930 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
931 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
932 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
933 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
936 " // transform unnormalized eye direction into tangent space\n"
937 "#ifdef USEEYEVECTOR\n"
939 " vec3 EyeVectorModelSpace;\n"
941 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
942 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
943 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
944 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
948 "#ifndef USEEYEVECTOR\n"
949 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
951 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
954 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
955 " VectorS = gl_MultiTexCoord1.xyz;\n"
956 " VectorT = gl_MultiTexCoord2.xyz;\n"
957 " VectorR = gl_MultiTexCoord3.xyz;\n"
960 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
961 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
963 "#ifdef USEREFLECTION\n"
964 " ModelViewProjectionPosition = gl_Position;\n"
967 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
968 "#endif // !MODE_DEFERREDGEOMETRY\n"
970 "#endif // VERTEX_SHADER\n"
975 "// fragment shader specific:\n"
976 "#ifdef FRAGMENT_SHADER\n"
978 "uniform sampler2D Texture_Normal;\n"
979 "uniform sampler2D Texture_Color;\n"
980 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
981 "uniform sampler2D Texture_Gloss;\n"
984 "uniform sampler2D Texture_Glow;\n"
986 "#ifdef USEVERTEXTEXTUREBLEND\n"
987 "uniform sampler2D Texture_SecondaryNormal;\n"
988 "uniform sampler2D Texture_SecondaryColor;\n"
989 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
990 "uniform sampler2D Texture_SecondaryGloss;\n"
993 "uniform sampler2D Texture_SecondaryGlow;\n"
996 "#ifdef USECOLORMAPPING\n"
997 "uniform sampler2D Texture_Pants;\n"
998 "uniform sampler2D Texture_Shirt;\n"
1001 "uniform sampler2D Texture_FogMask;\n"
1003 "#ifdef USELIGHTMAP\n"
1004 "uniform sampler2D Texture_Lightmap;\n"
1006 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1007 "uniform sampler2D Texture_Deluxemap;\n"
1009 "#ifdef USEREFLECTION\n"
1010 "uniform sampler2D Texture_Reflection;\n"
1013 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1014 "uniform sampler2DRect Texture_ScreenDepth;\n"
1015 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
1017 "#ifdef USEDEFERREDLIGHTMAP\n"
1018 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
1019 "uniform sampler2DRect Texture_ScreenSpecular;\n"
1022 "uniform myhalf3 Color_Pants;\n"
1023 "uniform myhalf3 Color_Shirt;\n"
1024 "uniform myhalf3 FogColor;\n"
1027 "uniform float FogRangeRecip;\n"
1028 "uniform float FogPlaneViewDist;\n"
1029 "uniform float FogHeightFade;\n"
1030 "myhalf FogVertex(void)\n"
1033 "#ifdef USEFOGOUTSIDE\n"
1034 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1036 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1038 " return myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
1042 "#ifdef USEOFFSETMAPPING\n"
1043 "uniform float OffsetMapping_Scale;\n"
1044 "vec2 OffsetMapping(vec2 TexCoord)\n"
1046 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1047 " // 14 sample relief mapping: linear search and then binary search\n"
1048 " // this basically steps forward a small amount repeatedly until it finds\n"
1049 " // itself inside solid, then jitters forward and back using decreasing\n"
1050 " // amounts to find the impact\n"
1051 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1052 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1053 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1054 " vec3 RT = vec3(TexCoord, 1);\n"
1055 " OffsetVector *= 0.1;\n"
1056 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1057 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1058 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1059 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1060 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1061 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1062 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1063 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1064 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1065 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1066 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1067 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1068 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1069 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1072 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1073 " // this basically moves forward the full distance, and then backs up based\n"
1074 " // on height of samples\n"
1075 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1076 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1077 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1078 " TexCoord += OffsetVector;\n"
1079 " OffsetVector *= 0.333;\n"
1080 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1081 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1082 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1083 " return TexCoord;\n"
1086 "#endif // USEOFFSETMAPPING\n"
1088 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1089 "uniform sampler2D Texture_Attenuation;\n"
1090 "uniform samplerCube Texture_Cube;\n"
1092 "#ifdef USESHADOWMAPRECT\n"
1093 "# ifdef USESHADOWSAMPLER\n"
1094 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1096 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1100 "#ifdef USESHADOWMAP2D\n"
1101 "# ifdef USESHADOWSAMPLER\n"
1102 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1104 "uniform sampler2D Texture_ShadowMap2D;\n"
1108 "#ifdef USESHADOWMAPVSDCT\n"
1109 "uniform samplerCube Texture_CubeProjection;\n"
1112 "#ifdef USESHADOWMAPCUBE\n"
1113 "# ifdef USESHADOWSAMPLER\n"
1114 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1116 "uniform samplerCube Texture_ShadowMapCube;\n"
1120 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1121 "uniform vec2 ShadowMap_TextureScale;\n"
1122 "uniform vec4 ShadowMap_Parameters;\n"
1125 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1126 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1128 " vec3 adir = abs(dir);\n"
1129 "# ifndef USESHADOWMAPVSDCT\n"
1133 " if (adir.x > adir.y)\n"
1135 " if (adir.x > adir.z) // X\n"
1139 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1145 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1150 " if (adir.y > adir.z) // Y\n"
1154 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1160 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1164 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1165 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1166 " stc.z += ShadowMap_Parameters.z;\n"
1169 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1170 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1171 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1172 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1173 " stc.z += ShadowMap_Parameters.z;\n"
1177 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1179 "#ifdef USESHADOWMAPCUBE\n"
1180 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1182 " vec3 adir = abs(dir);\n"
1183 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1187 "# ifdef USESHADOWMAPRECT\n"
1188 "float ShadowMapCompare(vec3 dir)\n"
1190 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1192 "# ifdef USESHADOWSAMPLER\n"
1194 "# ifdef USESHADOWMAPPCF\n"
1195 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1196 " 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"
1198 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1203 "# ifdef USESHADOWMAPPCF\n"
1204 "# if USESHADOWMAPPCF > 1\n"
1205 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1206 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1207 " 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"
1208 " 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"
1209 " 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"
1210 " 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"
1211 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1212 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1214 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1215 " vec2 offset = fract(shadowmaptc.xy);\n"
1216 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1217 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1218 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1219 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1220 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1223 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1231 "# ifdef USESHADOWMAP2D\n"
1232 "float ShadowMapCompare(vec3 dir)\n"
1234 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1237 "# ifdef USESHADOWSAMPLER\n"
1238 "# ifdef USESHADOWMAPPCF\n"
1239 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1240 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1241 " 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"
1243 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1246 "# ifdef USESHADOWMAPPCF\n"
1247 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1248 "# ifdef GL_ARB_texture_gather\n"
1249 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1251 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1253 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1254 " center *= ShadowMap_TextureScale;\n"
1255 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1256 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1257 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1258 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1259 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1260 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1261 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1263 "# ifdef GL_EXT_gpu_shader4\n"
1264 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1266 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1268 "# if USESHADOWMAPPCF > 1\n"
1269 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1270 " center *= ShadowMap_TextureScale;\n"
1271 " 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"
1272 " 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"
1273 " 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"
1274 " 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"
1275 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1276 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1278 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1279 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1280 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1281 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1282 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1283 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1287 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1294 "# ifdef USESHADOWMAPCUBE\n"
1295 "float ShadowMapCompare(vec3 dir)\n"
1297 " // apply depth texture cubemap as light filter\n"
1298 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1300 "# ifdef USESHADOWSAMPLER\n"
1301 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1303 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1308 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1310 "#ifdef MODE_DEFERREDGEOMETRY\n"
1313 "#ifdef USEOFFSETMAPPING\n"
1314 " // apply offsetmapping\n"
1315 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1316 "#define TexCoord TexCoordOffset\n"
1319 "#ifdef USEALPHAKILL\n"
1320 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1324 "#ifdef USEVERTEXTEXTUREBLEND\n"
1325 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1326 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1327 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1328 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1331 "#ifdef USEVERTEXTEXTUREBLEND\n"
1332 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1334 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1337 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1339 "#else // !MODE_DEFERREDGEOMETRY\n"
1340 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1341 "uniform mat4 ViewToLight;\n"
1342 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1343 "uniform vec2 ScreenToDepth;\n"
1344 "uniform myhalf3 DeferredColor_Ambient;\n"
1345 "uniform myhalf3 DeferredColor_Diffuse;\n"
1346 "#ifdef USESPECULAR\n"
1347 "uniform myhalf3 DeferredColor_Specular;\n"
1348 "uniform myhalf SpecularPower;\n"
1352 " // calculate viewspace pixel position\n"
1354 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1355 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1356 " // decode viewspace pixel normal\n"
1357 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1358 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1359 " // surfacenormal = pixel normal in viewspace\n"
1360 " // LightVector = pixel to light in viewspace\n"
1361 " // CubeVector = position in lightspace\n"
1362 " // eyevector = pixel to view in viewspace\n"
1363 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1364 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1365 "#ifdef USEDIFFUSE\n"
1366 " // calculate diffuse shading\n"
1367 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1368 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1370 "#ifdef USESPECULAR\n"
1371 " // calculate directional shading\n"
1372 " vec3 eyevector = position * -1.0;\n"
1373 "# ifdef USEEXACTSPECULARMATH\n"
1374 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1376 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1377 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1381 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1382 " fade *= ShadowMapCompare(CubeVector);\n"
1385 "#ifdef USEDIFFUSE\n"
1386 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1388 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1390 "#ifdef USESPECULAR\n"
1391 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1393 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1396 "# ifdef USECUBEFILTER\n"
1397 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1398 " gl_FragData[0] *= cubecolor;\n"
1399 " gl_FragData[1] *= cubecolor;\n"
1402 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1403 "#ifdef USEDEFERREDLIGHTMAP\n"
1404 "uniform myhalf3 DeferredMod_Diffuse;\n"
1405 "uniform myhalf3 DeferredMod_Specular;\n"
1407 "uniform myhalf3 Color_Ambient;\n"
1408 "uniform myhalf3 Color_Diffuse;\n"
1409 "uniform myhalf3 Color_Specular;\n"
1410 "uniform myhalf SpecularPower;\n"
1412 "uniform myhalf3 Color_Glow;\n"
1414 "uniform myhalf Alpha;\n"
1415 "#ifdef USEREFLECTION\n"
1416 "uniform vec4 DistortScaleRefractReflect;\n"
1417 "uniform vec4 ScreenScaleRefractReflect;\n"
1418 "uniform vec4 ScreenCenterRefractReflect;\n"
1419 "uniform myhalf4 ReflectColor;\n"
1421 "#ifdef MODE_LIGHTDIRECTION\n"
1422 "uniform myhalf3 LightColor;\n"
1424 "#ifdef MODE_LIGHTSOURCE\n"
1425 "uniform myhalf3 LightColor;\n"
1429 "#ifdef USEOFFSETMAPPING\n"
1430 " // apply offsetmapping\n"
1431 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1432 "#define TexCoord TexCoordOffset\n"
1435 " // combine the diffuse textures (base, pants, shirt)\n"
1436 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1437 "#ifdef USEALPHAKILL\n"
1438 " if (color.a < 0.5)\n"
1441 " color.a *= Alpha;\n"
1442 "#ifdef USECOLORMAPPING\n"
1443 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1445 "#ifdef USEVERTEXTEXTUREBLEND\n"
1446 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1447 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1448 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1449 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1451 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1454 " // get the surface normal\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1458 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1461 " // get the material colors\n"
1462 " myhalf3 diffusetex = color.rgb;\n"
1463 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1464 "# ifdef USEVERTEXTEXTUREBLEND\n"
1465 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1467 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1474 "#ifdef MODE_LIGHTSOURCE\n"
1475 " // light source\n"
1476 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1477 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1478 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1479 "#ifdef USESPECULAR\n"
1480 "#ifdef USEEXACTSPECULARMATH\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1483 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1484 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1486 " color.rgb += glosstex * (specular * Color_Specular);\n"
1488 " color.rgb *= LightColor;\n"
1489 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1490 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1491 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1493 "# ifdef USECUBEFILTER\n"
1494 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1496 "#endif // MODE_LIGHTSOURCE\n"
1501 "#ifdef MODE_LIGHTDIRECTION\n"
1503 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1504 "#define lightcolor LightColor\n"
1505 "#endif // MODE_LIGHTDIRECTION\n"
1506 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1508 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1509 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1510 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1511 " // convert modelspace light vector to tangentspace\n"
1512 " myhalf3 lightnormal;\n"
1513 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1514 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1515 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1516 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1517 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1518 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1519 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1520 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1521 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1522 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1523 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1524 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1525 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1526 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1527 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1529 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1530 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1531 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1537 "#ifdef MODE_LIGHTMAP\n"
1538 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1539 "#endif // MODE_LIGHTMAP\n"
1540 "#ifdef MODE_VERTEXCOLOR\n"
1541 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1542 "#endif // MODE_VERTEXCOLOR\n"
1543 "#ifdef MODE_FLATCOLOR\n"
1544 " color.rgb = diffusetex * Color_Ambient;\n"
1545 "#endif // MODE_FLATCOLOR\n"
1551 "# ifdef USEDIFFUSE\n"
1552 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1553 "# ifdef USESPECULAR\n"
1554 "# ifdef USEEXACTSPECULARMATH\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1557 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1560 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1562 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1565 " color.rgb = diffusetex * Color_Ambient;\n"
1569 "#ifdef USEDEFERREDLIGHTMAP\n"
1570 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1571 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1575 "#ifdef USEVERTEXTEXTUREBLEND\n"
1576 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1578 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1583 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1586 " // 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"
1587 "#ifdef USEREFLECTION\n"
1588 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1589 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1590 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1591 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1592 " // FIXME temporary hack to detect the case that the reflection\n"
1593 " // gets blackened at edges due to leaving the area that contains actual\n"
1595 " // Remove this 'ack once we have a better way to stop this thing from\n"
1597 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1598 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1599 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1600 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1601 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1602 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1605 " gl_FragColor = vec4(color);\n"
1607 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1608 "#endif // !MODE_DEFERREDGEOMETRY\n"
1610 "#endif // FRAGMENT_SHADER\n"
1612 "#endif // !MODE_WATER\n"
1613 "#endif // !MODE_REFRACTION\n"
1614 "#endif // !MODE_BLOOMBLUR\n"
1615 "#endif // !MODE_GENERIC\n"
1616 "#endif // !MODE_POSTPROCESS\n"
1617 "#endif // !MODE_SHOWDEPTH\n"
1618 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1621 const char *builtincgshaderstring = "";
1623 typedef struct shaderpermutationinfo_s
1625 const char *pretext;
1628 shaderpermutationinfo_t;
1630 typedef struct shadermodeinfo_s
1632 const char *vertexfilename;
1633 const char *geometryfilename;
1634 const char *fragmentfilename;
1635 const char *pretext;
1640 typedef enum shaderpermutation_e
1642 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1643 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1644 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1645 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1646 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1647 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1648 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1649 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1650 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1651 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1652 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1653 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1654 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1655 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1656 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1657 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1658 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1659 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1660 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1661 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1662 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1663 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1664 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1665 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1666 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
1667 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
1668 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
1669 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
1671 shaderpermutation_t;
1673 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1674 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1676 {"#define USEDIFFUSE\n", " diffuse"},
1677 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1678 {"#define USEVIEWTINT\n", " viewtint"},
1679 {"#define USECOLORMAPPING\n", " colormapping"},
1680 {"#define USESATURATION\n", " saturation"},
1681 {"#define USEFOGINSIDE\n", " foginside"},
1682 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1683 {"#define USEGAMMARAMPS\n", " gammaramps"},
1684 {"#define USECUBEFILTER\n", " cubefilter"},
1685 {"#define USEGLOW\n", " glow"},
1686 {"#define USEBLOOM\n", " bloom"},
1687 {"#define USESPECULAR\n", " specular"},
1688 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1689 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1690 {"#define USEREFLECTION\n", " reflection"},
1691 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1692 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1693 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1694 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1695 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1696 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1697 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1698 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1699 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1700 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
1701 {"#define USEALPHAKILL\n", " alphakill"},
1704 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1705 typedef enum shadermode_e
1707 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1708 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1709 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1710 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1711 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1712 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1713 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1714 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1715 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1716 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1717 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1718 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1719 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1720 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
1721 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
1726 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1727 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
1729 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1730 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1731 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1732 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1733 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1734 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1735 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1736 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1737 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1738 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1739 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1740 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1741 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1742 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
1743 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
1747 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
1749 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
1750 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
1751 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1752 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
1753 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1754 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
1755 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1756 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1757 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1758 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1759 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
1760 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
1761 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
1762 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
1763 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
1767 struct r_glsl_permutation_s;
1768 typedef struct r_glsl_permutation_s
1770 /// hash lookup data
1771 struct r_glsl_permutation_s *hashnext;
1773 unsigned int permutation;
1775 /// indicates if we have tried compiling this permutation already
1777 /// 0 if compilation failed
1779 /// locations of detected uniforms in program object, or -1 if not found
1780 int loc_Texture_First;
1781 int loc_Texture_Second;
1782 int loc_Texture_GammaRamps;
1783 int loc_Texture_Normal;
1784 int loc_Texture_Color;
1785 int loc_Texture_Gloss;
1786 int loc_Texture_Glow;
1787 int loc_Texture_SecondaryNormal;
1788 int loc_Texture_SecondaryColor;
1789 int loc_Texture_SecondaryGloss;
1790 int loc_Texture_SecondaryGlow;
1791 int loc_Texture_Pants;
1792 int loc_Texture_Shirt;
1793 int loc_Texture_FogMask;
1794 int loc_Texture_Lightmap;
1795 int loc_Texture_Deluxemap;
1796 int loc_Texture_Attenuation;
1797 int loc_Texture_Cube;
1798 int loc_Texture_Refraction;
1799 int loc_Texture_Reflection;
1800 int loc_Texture_ShadowMapRect;
1801 int loc_Texture_ShadowMapCube;
1802 int loc_Texture_ShadowMap2D;
1803 int loc_Texture_CubeProjection;
1804 int loc_Texture_ScreenDepth;
1805 int loc_Texture_ScreenNormalMap;
1806 int loc_Texture_ScreenDiffuse;
1807 int loc_Texture_ScreenSpecular;
1809 int loc_BloomBlur_Parameters;
1811 int loc_Color_Ambient;
1812 int loc_Color_Diffuse;
1813 int loc_Color_Specular;
1815 int loc_Color_Pants;
1816 int loc_Color_Shirt;
1817 int loc_DeferredColor_Ambient;
1818 int loc_DeferredColor_Diffuse;
1819 int loc_DeferredColor_Specular;
1820 int loc_DeferredMod_Diffuse;
1821 int loc_DeferredMod_Specular;
1822 int loc_DistortScaleRefractReflect;
1823 int loc_EyePosition;
1825 int loc_FogHeightFade;
1827 int loc_FogPlaneViewDist;
1828 int loc_FogRangeRecip;
1831 int loc_LightPosition;
1832 int loc_OffsetMapping_Scale;
1834 int loc_ReflectColor;
1835 int loc_ReflectFactor;
1836 int loc_ReflectOffset;
1837 int loc_RefractColor;
1839 int loc_ScreenCenterRefractReflect;
1840 int loc_ScreenScaleRefractReflect;
1841 int loc_ScreenToDepth;
1842 int loc_ShadowMap_Parameters;
1843 int loc_ShadowMap_TextureScale;
1844 int loc_SpecularPower;
1849 int loc_ViewTintColor;
1850 int loc_ViewToLight;
1851 int loc_ModelToLight;
1853 int loc_BackgroundTexMatrix;
1854 int loc_ModelViewProjectionMatrix;
1855 int loc_ModelViewMatrix;
1857 r_glsl_permutation_t;
1859 #define SHADERPERMUTATION_HASHSIZE 256
1861 /// information about each possible shader permutation
1862 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1863 /// currently selected permutation
1864 r_glsl_permutation_t *r_glsl_permutation;
1865 /// storage for permutations linked in the hash table
1866 memexpandablearray_t r_glsl_permutationarray;
1868 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1870 //unsigned int hashdepth = 0;
1871 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1872 r_glsl_permutation_t *p;
1873 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1875 if (p->mode == mode && p->permutation == permutation)
1877 //if (hashdepth > 10)
1878 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1883 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1885 p->permutation = permutation;
1886 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1887 r_glsl_permutationhash[mode][hashindex] = p;
1888 //if (hashdepth > 10)
1889 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1893 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1896 if (!filename || !filename[0])
1898 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1901 if (printfromdisknotice)
1902 Con_DPrintf("from disk %s... ", filename);
1903 return shaderstring;
1905 else if (!strcmp(filename, "glsl/default.glsl"))
1907 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1908 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1910 return shaderstring;
1913 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1916 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1917 int vertstrings_count = 0;
1918 int geomstrings_count = 0;
1919 int fragstrings_count = 0;
1920 char *vertexstring, *geometrystring, *fragmentstring;
1921 const char *vertstrings_list[32+3];
1922 const char *geomstrings_list[32+3];
1923 const char *fragstrings_list[32+3];
1924 char permutationname[256];
1931 permutationname[0] = 0;
1932 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1933 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1934 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1936 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1938 // the first pretext is which type of shader to compile as
1939 // (later these will all be bound together as a program object)
1940 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1941 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1942 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1944 // the second pretext is the mode (for example a light source)
1945 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1946 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1947 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1948 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1950 // now add all the permutation pretexts
1951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1953 if (permutation & (1<<i))
1955 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1956 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1957 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1958 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1962 // keep line numbers correct
1963 vertstrings_list[vertstrings_count++] = "\n";
1964 geomstrings_list[geomstrings_count++] = "\n";
1965 fragstrings_list[fragstrings_count++] = "\n";
1969 // now append the shader text itself
1970 vertstrings_list[vertstrings_count++] = vertexstring;
1971 geomstrings_list[geomstrings_count++] = geometrystring;
1972 fragstrings_list[fragstrings_count++] = fragmentstring;
1974 // if any sources were NULL, clear the respective list
1976 vertstrings_count = 0;
1977 if (!geometrystring)
1978 geomstrings_count = 0;
1979 if (!fragmentstring)
1980 fragstrings_count = 0;
1982 // compile the shader program
1983 if (vertstrings_count + geomstrings_count + fragstrings_count)
1984 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1988 qglUseProgramObjectARB(p->program);CHECKGLERROR
1989 // look up all the uniform variable names we care about, so we don't
1990 // have to look them up every time we set them
1992 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1993 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1994 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1995 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1996 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1997 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1998 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1999 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
2000 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
2001 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
2002 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
2003 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
2004 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
2005 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
2006 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
2007 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
2008 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
2009 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
2010 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
2011 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
2012 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
2013 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
2014 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
2015 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
2016 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
2017 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
2018 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
2019 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
2020 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
2021 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
2022 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
2023 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
2024 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
2025 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
2026 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
2027 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
2028 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
2029 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
2030 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
2031 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
2032 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
2033 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
2034 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
2035 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
2036 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
2037 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
2038 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
2039 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
2040 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
2041 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
2042 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
2043 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
2044 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
2045 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
2046 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
2047 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
2048 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
2049 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
2050 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
2051 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
2052 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
2053 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
2054 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
2055 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
2056 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
2057 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
2058 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
2059 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
2060 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
2061 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
2062 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
2063 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
2064 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
2065 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
2066 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
2067 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
2068 // initialize the samplers to refer to the texture units we use
2069 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
2070 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
2071 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
2072 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
2073 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
2074 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
2075 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
2076 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
2077 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
2078 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
2079 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
2080 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
2081 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
2082 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
2083 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
2084 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
2085 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
2086 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
2087 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
2088 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
2089 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
2090 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
2091 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
2092 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
2093 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
2094 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
2095 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
2096 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
2098 if (developer.integer)
2099 Con_Printf("^5GLSL shader %s compiled.\n", permutationname);
2102 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
2106 Mem_Free(vertexstring);
2108 Mem_Free(geometrystring);
2110 Mem_Free(fragmentstring);
2113 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
2115 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2116 if (r_glsl_permutation != perm)
2118 r_glsl_permutation = perm;
2119 if (!r_glsl_permutation->program)
2121 if (!r_glsl_permutation->compiled)
2122 R_GLSL_CompilePermutation(perm, mode, permutation);
2123 if (!r_glsl_permutation->program)
2125 // remove features until we find a valid permutation
2127 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2129 // reduce i more quickly whenever it would not remove any bits
2130 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2131 if (!(permutation & j))
2134 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2135 if (!r_glsl_permutation->compiled)
2136 R_GLSL_CompilePermutation(perm, mode, permutation);
2137 if (r_glsl_permutation->program)
2140 if (i >= SHADERPERMUTATION_COUNT)
2142 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2143 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2144 qglUseProgramObjectARB(0);CHECKGLERROR
2145 return; // no bit left to clear, entire mode is broken
2150 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2152 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
2156 #include <Cg/cgGL.h>
2157 struct r_cg_permutation_s;
2158 typedef struct r_cg_permutation_s
2160 /// hash lookup data
2161 struct r_cg_permutation_s *hashnext;
2163 unsigned int permutation;
2165 /// indicates if we have tried compiling this permutation already
2167 /// 0 if compilation failed
2170 /// locations of detected parameters in programs, or NULL if not found
2171 CGparameter vp_EyePosition;
2172 CGparameter vp_FogPlane;
2173 CGparameter vp_LightDir;
2174 CGparameter vp_LightPosition;
2175 CGparameter vp_ModelToLight;
2176 CGparameter vp_TexMatrix;
2177 CGparameter vp_BackgroundTexMatrix;
2178 CGparameter vp_ModelViewProjectionMatrix;
2179 CGparameter vp_ModelViewMatrix;
2181 CGparameter fp_Texture_First;
2182 CGparameter fp_Texture_Second;
2183 CGparameter fp_Texture_GammaRamps;
2184 CGparameter fp_Texture_Normal;
2185 CGparameter fp_Texture_Color;
2186 CGparameter fp_Texture_Gloss;
2187 CGparameter fp_Texture_Glow;
2188 CGparameter fp_Texture_SecondaryNormal;
2189 CGparameter fp_Texture_SecondaryColor;
2190 CGparameter fp_Texture_SecondaryGloss;
2191 CGparameter fp_Texture_SecondaryGlow;
2192 CGparameter fp_Texture_Pants;
2193 CGparameter fp_Texture_Shirt;
2194 CGparameter fp_Texture_FogMask;
2195 CGparameter fp_Texture_Lightmap;
2196 CGparameter fp_Texture_Deluxemap;
2197 CGparameter fp_Texture_Attenuation;
2198 CGparameter fp_Texture_Cube;
2199 CGparameter fp_Texture_Refraction;
2200 CGparameter fp_Texture_Reflection;
2201 CGparameter fp_Texture_ShadowMapRect;
2202 CGparameter fp_Texture_ShadowMapCube;
2203 CGparameter fp_Texture_ShadowMap2D;
2204 CGparameter fp_Texture_CubeProjection;
2205 CGparameter fp_Texture_ScreenDepth;
2206 CGparameter fp_Texture_ScreenNormalMap;
2207 CGparameter fp_Texture_ScreenDiffuse;
2208 CGparameter fp_Texture_ScreenSpecular;
2209 CGparameter fp_Alpha;
2210 CGparameter fp_BloomBlur_Parameters;
2211 CGparameter fp_ClientTime;
2212 CGparameter fp_Color_Ambient;
2213 CGparameter fp_Color_Diffuse;
2214 CGparameter fp_Color_Specular;
2215 CGparameter fp_Color_Glow;
2216 CGparameter fp_Color_Pants;
2217 CGparameter fp_Color_Shirt;
2218 CGparameter fp_DeferredColor_Ambient;
2219 CGparameter fp_DeferredColor_Diffuse;
2220 CGparameter fp_DeferredColor_Specular;
2221 CGparameter fp_DeferredMod_Diffuse;
2222 CGparameter fp_DeferredMod_Specular;
2223 CGparameter fp_DistortScaleRefractReflect;
2224 CGparameter fp_EyePosition;
2225 CGparameter fp_FogColor;
2226 CGparameter fp_FogHeightFade;
2227 CGparameter fp_FogPlane;
2228 CGparameter fp_FogPlaneViewDist;
2229 CGparameter fp_FogRangeRecip;
2230 CGparameter fp_LightColor;
2231 CGparameter fp_LightDir;
2232 CGparameter fp_LightPosition;
2233 CGparameter fp_OffsetMapping_Scale;
2234 CGparameter fp_PixelSize;
2235 CGparameter fp_ReflectColor;
2236 CGparameter fp_ReflectFactor;
2237 CGparameter fp_ReflectOffset;
2238 CGparameter fp_RefractColor;
2239 CGparameter fp_Saturation;
2240 CGparameter fp_ScreenCenterRefractReflect;
2241 CGparameter fp_ScreenScaleRefractReflect;
2242 CGparameter fp_ScreenToDepth;
2243 CGparameter fp_ShadowMap_Parameters;
2244 CGparameter fp_ShadowMap_TextureScale;
2245 CGparameter fp_SpecularPower;
2246 CGparameter fp_UserVec1;
2247 CGparameter fp_UserVec2;
2248 CGparameter fp_UserVec3;
2249 CGparameter fp_UserVec4;
2250 CGparameter fp_ViewTintColor;
2251 CGparameter fp_ViewToLight;
2255 /// information about each possible shader permutation
2256 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
2257 /// currently selected permutation
2258 r_cg_permutation_t *r_cg_permutation;
2259 /// storage for permutations linked in the hash table
2260 memexpandablearray_t r_cg_permutationarray;
2262 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
2264 //unsigned int hashdepth = 0;
2265 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
2266 r_cg_permutation_t *p;
2267 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
2269 if (p->mode == mode && p->permutation == permutation)
2271 //if (hashdepth > 10)
2272 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
2277 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
2279 p->permutation = permutation;
2280 p->hashnext = r_cg_permutationhash[mode][hashindex];
2281 r_cg_permutationhash[mode][hashindex] = p;
2282 //if (hashdepth > 10)
2283 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
2287 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
2290 if (!filename || !filename[0])
2292 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
2295 if (printfromdisknotice)
2296 Con_DPrintf("from disk %s... ", filename);
2297 return shaderstring;
2299 else if (!strcmp(filename, "cg/default.cg"))
2301 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
2302 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
2304 return shaderstring;
2307 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
2310 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
2311 int vertstrings_count = 0, vertstring_length = 0;
2312 int geomstrings_count = 0, geomstring_length = 0;
2313 int fragstrings_count = 0, fragstring_length = 0;
2315 char *vertexstring, *geometrystring, *fragmentstring;
2316 char *vertstring, *geomstring, *fragstring;
2317 const char *vertstrings_list[32+3];
2318 const char *geomstrings_list[32+3];
2319 const char *fragstrings_list[32+3];
2320 char permutationname[256];
2328 permutationname[0] = 0;
2329 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
2330 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
2331 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
2333 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
2335 // the first pretext is which type of shader to compile as
2336 // (later these will all be bound together as a program object)
2337 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
2338 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
2339 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
2341 // the second pretext is the mode (for example a light source)
2342 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
2343 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
2344 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
2345 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
2347 // now add all the permutation pretexts
2348 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2350 if (permutation & (1<<i))
2352 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
2353 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
2354 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
2355 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
2359 // keep line numbers correct
2360 vertstrings_list[vertstrings_count++] = "\n";
2361 geomstrings_list[geomstrings_count++] = "\n";
2362 fragstrings_list[fragstrings_count++] = "\n";
2366 // now append the shader text itself
2367 vertstrings_list[vertstrings_count++] = vertexstring;
2368 geomstrings_list[geomstrings_count++] = geometrystring;
2369 fragstrings_list[fragstrings_count++] = fragmentstring;
2371 // if any sources were NULL, clear the respective list
2373 vertstrings_count = 0;
2374 if (!geometrystring)
2375 geomstrings_count = 0;
2376 if (!fragmentstring)
2377 fragstrings_count = 0;
2379 vertstring_length = 0;
2380 for (i = 0;i < vertstrings_count;i++)
2381 vertstring_length += strlen(vertstrings_list[i]);
2382 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
2383 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
2384 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
2386 geomstring_length = 0;
2387 for (i = 0;i < geomstrings_count;i++)
2388 geomstring_length += strlen(geomstrings_list[i]);
2389 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
2390 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
2391 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
2393 fragstring_length = 0;
2394 for (i = 0;i < fragstrings_count;i++)
2395 fragstring_length += strlen(fragstrings_list[i]);
2396 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
2397 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
2398 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
2400 // compile the shader program
2401 if (vertstring[0] || geomstring[0] || fragstring[0])
2404 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL);
2406 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL);
2411 cgGLBindProgram(p->vprogram);
2412 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
2415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
2418 cgGLBindProgram(p->fprogram);
2419 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2422 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2424 if (p->vprogram || p->fprogram)
2426 // look up all the uniform variable names we care about, so we don't
2427 // have to look them up every time we set them
2428 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
2429 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
2430 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
2431 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
2432 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
2433 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
2434 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
2435 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
2436 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
2438 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
2439 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
2440 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
2441 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
2442 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
2443 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
2444 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
2445 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
2446 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
2447 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
2448 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
2449 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
2450 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
2451 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
2452 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
2453 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
2454 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
2455 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
2456 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
2457 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
2458 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
2459 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
2460 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
2461 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
2462 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
2463 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
2464 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
2465 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
2466 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
2467 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
2468 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
2469 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
2470 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
2471 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
2472 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
2473 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
2474 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
2475 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
2476 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
2477 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
2478 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
2479 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
2480 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
2481 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
2482 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
2483 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
2484 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
2485 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
2486 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
2487 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
2488 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
2489 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
2490 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
2491 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
2492 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
2493 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
2494 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
2495 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
2496 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
2497 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
2498 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
2499 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
2500 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
2501 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
2502 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
2503 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
2504 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
2505 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
2506 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
2507 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
2508 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
2510 if (developer.integer)
2511 Con_Printf("^5CG shader %s compiled.\n", permutationname);
2514 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
2518 Mem_Free(vertstring);
2520 Mem_Free(geomstring);
2522 Mem_Free(fragstring);
2524 Mem_Free(vertexstring);
2526 Mem_Free(geometrystring);
2528 Mem_Free(fragmentstring);
2531 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
2533 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
2534 if (r_cg_permutation != perm)
2536 r_cg_permutation = perm;
2537 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));
2538 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2539 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
2541 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
2542 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2543 if (!r_cg_permutation->compiled)
2544 R_CG_CompilePermutation(perm, mode, permutation);
2545 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
2547 // remove features until we find a valid permutation
2549 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2551 // reduce i more quickly whenever it would not remove any bits
2552 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2553 if (!(permutation & j))
2556 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
2557 if (!r_cg_permutation->compiled)
2558 R_CG_CompilePermutation(perm, mode, permutation);
2559 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
2562 if (i >= SHADERPERMUTATION_COUNT)
2564 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2565 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
2566 return; // no bit left to clear, entire mode is broken
2571 if (r_cg_permutation->vprogram)
2573 cgGLBindProgram(r_cg_permutation->vprogram);
2574 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
2577 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
2578 if (r_cg_permutation->fprogram)
2580 cgGLBindProgram(r_cg_permutation->fprogram);
2581 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2584 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
2586 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);
2590 void R_GLSL_Restart_f(void)
2592 unsigned int i, limit;
2593 r_glsl_permutation_t *p;
2594 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
2595 for (i = 0;i < limit;i++)
2597 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
2599 GL_Backend_FreeProgram(p->program);
2600 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
2603 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2607 r_cg_permutation_t *p;
2608 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
2609 for (i = 0;i < limit;i++)
2611 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
2614 cgDestroyProgram(p->vprogram);
2616 cgDestroyProgram(p->fprogram);
2617 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
2620 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
2625 void R_GLSL_DumpShader_f(void)
2630 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
2633 FS_Print(file, "/* The engine may define the following macros:\n");
2634 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2635 for (i = 0;i < SHADERMODE_COUNT;i++)
2636 FS_Print(file, glslshadermodeinfo[i].pretext);
2637 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2638 FS_Print(file, shaderpermutationinfo[i].pretext);
2639 FS_Print(file, "*/\n");
2640 FS_Print(file, builtinshaderstring);
2642 Con_Printf("glsl/default.glsl written\n");
2645 Con_Printf("failed to write to glsl/default.glsl\n");
2648 file = FS_OpenRealFile("cg/default.cg", "w", false);
2651 FS_Print(file, "/* The engine may define the following macros:\n");
2652 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2653 for (i = 0;i < SHADERMODE_COUNT;i++)
2654 FS_Print(file, cgshadermodeinfo[i].pretext);
2655 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2656 FS_Print(file, shaderpermutationinfo[i].pretext);
2657 FS_Print(file, "*/\n");
2658 FS_Print(file, builtincgshaderstring);
2660 Con_Printf("cg/default.cg written\n");
2663 Con_Printf("failed to write to cg/default.cg\n");
2667 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
2670 texturemode = GL_MODULATE;
2671 switch (vid.renderpath)
2673 case RENDERPATH_GL20:
2674 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2675 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(first ));
2676 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, R_GetTexture(second));
2678 case RENDERPATH_CGGL:
2679 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2680 if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(first ));
2681 if (r_cg_permutation->fp_Texture_Second) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second, R_GetTexture(second));
2683 case RENDERPATH_GL13:
2684 R_Mesh_TexBind(0, R_GetTexture(first ));
2685 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2686 R_Mesh_TexBind(1, R_GetTexture(second));
2688 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2690 case RENDERPATH_GL11:
2691 R_Mesh_TexBind(0, R_GetTexture(first ));
2696 void R_SetupShader_DepthOrShadow(void)
2698 switch (vid.renderpath)
2700 case RENDERPATH_GL20:
2701 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
2703 case RENDERPATH_CGGL:
2704 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
2706 case RENDERPATH_GL13:
2707 R_Mesh_TexBind(0, 0);
2708 R_Mesh_TexBind(1, 0);
2710 case RENDERPATH_GL11:
2711 R_Mesh_TexBind(0, 0);
2716 void R_SetupShader_ShowDepth(void)
2718 switch (vid.renderpath)
2720 case RENDERPATH_GL20:
2721 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
2723 case RENDERPATH_CGGL:
2724 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
2726 case RENDERPATH_GL13:
2728 case RENDERPATH_GL11:
2733 extern qboolean r_shadow_usingdeferredprepass;
2734 extern cvar_t r_shadow_deferred_8bitrange;
2735 extern rtexture_t *r_shadow_attenuationgradienttexture;
2736 extern rtexture_t *r_shadow_attenuation2dtexture;
2737 extern rtexture_t *r_shadow_attenuation3dtexture;
2738 extern qboolean r_shadow_usingshadowmaprect;
2739 extern qboolean r_shadow_usingshadowmapcube;
2740 extern qboolean r_shadow_usingshadowmap2d;
2741 extern float r_shadow_shadowmap_texturescale[2];
2742 extern float r_shadow_shadowmap_parameters[4];
2743 extern qboolean r_shadow_shadowmapvsdct;
2744 extern qboolean r_shadow_shadowmapsampler;
2745 extern int r_shadow_shadowmappcf;
2746 extern rtexture_t *r_shadow_shadowmaprectangletexture;
2747 extern rtexture_t *r_shadow_shadowmap2dtexture;
2748 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
2749 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2750 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2751 extern int r_shadow_prepass_width;
2752 extern int r_shadow_prepass_height;
2753 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2754 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2755 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2756 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2757 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2759 // select a permutation of the lighting shader appropriate to this
2760 // combination of texture, entity, light source, and fogging, only use the
2761 // minimum features necessary to avoid wasting rendering time in the
2762 // fragment shader on features that are not being used
2763 unsigned int permutation = 0;
2764 unsigned int mode = 0;
2766 // TODO: implement geometry-shader based shadow volumes someday
2767 if (r_glsl_offsetmapping.integer)
2769 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2770 if (r_glsl_offsetmapping_reliefmapping.integer)
2771 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2773 if (rsurfacepass == RSURFPASS_BACKGROUND)
2775 // distorted background
2776 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2777 mode = SHADERMODE_WATER;
2779 mode = SHADERMODE_REFRACTION;
2781 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2783 // normalmap (deferred prepass), may use alpha test on diffuse
2784 mode = SHADERMODE_DEFERREDGEOMETRY;
2785 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2786 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2787 if (r_glsl_offsetmapping.integer)
2789 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2790 if (r_glsl_offsetmapping_reliefmapping.integer)
2791 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2794 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2797 mode = SHADERMODE_LIGHTSOURCE;
2798 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2799 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2800 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2801 permutation |= SHADERPERMUTATION_CUBEFILTER;
2802 if (diffusescale > 0)
2803 permutation |= SHADERPERMUTATION_DIFFUSE;
2804 if (specularscale > 0)
2805 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2806 if (r_refdef.fogenabled)
2807 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2808 if (rsurface.texture->colormapping)
2809 permutation |= SHADERPERMUTATION_COLORMAPPING;
2810 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2812 if (r_shadow_usingshadowmaprect)
2813 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2814 if (r_shadow_usingshadowmap2d)
2815 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2816 if (r_shadow_usingshadowmapcube)
2817 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2818 else if(r_shadow_shadowmapvsdct)
2819 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2821 if (r_shadow_shadowmapsampler)
2822 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2823 if (r_shadow_shadowmappcf > 1)
2824 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2825 else if (r_shadow_shadowmappcf)
2826 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2829 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2831 // unshaded geometry (fullbright or ambient model lighting)
2832 mode = SHADERMODE_FLATCOLOR;
2833 ambientscale = diffusescale = specularscale = 0;
2834 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2835 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2836 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2837 permutation |= SHADERPERMUTATION_GLOW;
2838 if (r_refdef.fogenabled)
2839 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2840 if (rsurface.texture->colormapping)
2841 permutation |= SHADERPERMUTATION_COLORMAPPING;
2842 if (r_glsl_offsetmapping.integer)
2844 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2845 if (r_glsl_offsetmapping_reliefmapping.integer)
2846 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2848 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2849 permutation |= SHADERPERMUTATION_REFLECTION;
2851 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2853 // directional model lighting
2854 mode = SHADERMODE_LIGHTDIRECTION;
2855 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2856 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2857 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2858 permutation |= SHADERPERMUTATION_GLOW;
2859 permutation |= SHADERPERMUTATION_DIFFUSE;
2860 if (specularscale > 0)
2861 permutation |= SHADERPERMUTATION_SPECULAR;
2862 if (r_refdef.fogenabled)
2863 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2864 if (rsurface.texture->colormapping)
2865 permutation |= SHADERPERMUTATION_COLORMAPPING;
2866 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2867 permutation |= SHADERPERMUTATION_REFLECTION;
2868 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2869 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2871 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2873 // ambient model lighting
2874 mode = SHADERMODE_LIGHTDIRECTION;
2875 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2876 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2877 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2878 permutation |= SHADERPERMUTATION_GLOW;
2879 if (r_refdef.fogenabled)
2880 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2881 if (rsurface.texture->colormapping)
2882 permutation |= SHADERPERMUTATION_COLORMAPPING;
2883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2884 permutation |= SHADERPERMUTATION_REFLECTION;
2885 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2886 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2893 // deluxemapping (light direction texture)
2894 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2895 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2897 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2898 permutation |= SHADERPERMUTATION_DIFFUSE;
2899 if (specularscale > 0)
2900 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2902 else if (r_glsl_deluxemapping.integer >= 2)
2904 // fake deluxemapping (uniform light direction in tangentspace)
2905 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2906 permutation |= SHADERPERMUTATION_DIFFUSE;
2907 if (specularscale > 0)
2908 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2910 else if (rsurface.uselightmaptexture)
2912 // ordinary lightmapping (q1bsp, q3bsp)
2913 mode = SHADERMODE_LIGHTMAP;
2917 // ordinary vertex coloring (q3bsp)
2918 mode = SHADERMODE_VERTEXCOLOR;
2920 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2921 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2922 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2923 permutation |= SHADERPERMUTATION_GLOW;
2924 if (r_refdef.fogenabled)
2925 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2926 if (rsurface.texture->colormapping)
2927 permutation |= SHADERPERMUTATION_COLORMAPPING;
2928 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2929 permutation |= SHADERPERMUTATION_REFLECTION;
2930 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2931 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2933 if(permutation & SHADERPERMUTATION_SPECULAR)
2934 if(r_shadow_glossexact.integer)
2935 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2936 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
2937 permutation |= SHADERPERMUTATION_ALPHAKILL;
2938 switch(vid.renderpath)
2940 case RENDERPATH_GL20:
2941 R_SetupShader_SetPermutationGLSL(mode, permutation);
2942 if (mode == SHADERMODE_LIGHTSOURCE)
2944 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2945 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2946 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2947 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
2948 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
2949 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
2951 // additive passes are only darkened by fog, not tinted
2952 if (r_glsl_permutation->loc_FogColor >= 0)
2953 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2954 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]);
2955 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]);
2956 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
2960 if (mode == SHADERMODE_FLATCOLOR)
2962 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
2964 else if (mode == SHADERMODE_LIGHTDIRECTION)
2966 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
2967 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
2968 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
2969 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
2970 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);
2971 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2972 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]);
2976 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
2977 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]);
2978 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
2979 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2980 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);
2982 // additive passes are only darkened by fog, not tinted
2983 if (r_glsl_permutation->loc_FogColor >= 0)
2985 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2986 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2988 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2990 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);
2991 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]);
2992 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]);
2993 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2994 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2995 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2996 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2997 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
2999 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3000 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
3001 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
3002 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
3003 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
3004 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3005 if (r_glsl_permutation->loc_Color_Pants >= 0)
3007 if (rsurface.texture->pantstexture)
3008 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3010 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
3012 if (r_glsl_permutation->loc_Color_Shirt >= 0)
3014 if (rsurface.texture->shirttexture)
3015 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3017 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
3019 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]);
3020 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
3021 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
3022 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
3023 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
3024 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]);
3026 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_texture_white ));
3027 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_texture_white ));
3028 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , R_GetTexture(r_texture_gammaramps ));
3029 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , R_GetTexture(rsurface.texture->nmaptexture ));
3030 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , R_GetTexture(rsurface.texture->basetexture ));
3031 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , R_GetTexture(rsurface.texture->glosstexture ));
3032 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , R_GetTexture(rsurface.texture->glowtexture ));
3033 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , R_GetTexture(rsurface.texture->backgroundnmaptexture ));
3034 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , R_GetTexture(rsurface.texture->backgroundbasetexture ));
3035 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , R_GetTexture(rsurface.texture->backgroundglosstexture ));
3036 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , R_GetTexture(rsurface.texture->backgroundglowtexture ));
3037 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , R_GetTexture(rsurface.texture->pantstexture ));
3038 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , R_GetTexture(rsurface.texture->shirttexture ));
3039 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , R_GetTexture(r_texture_fogattenuation ));
3040 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_white ));
3041 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_blanknormalmap ));
3042 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture ));
3043 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , R_GetTexture(r_texture_white ));
3044 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , R_GetTexture(r_texture_white ));
3045 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
3046 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
3047 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture ));
3048 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture ));
3049 if (rsurface.rtlight)
3051 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0);
3052 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture ));
3053 if (r_shadow_usingshadowmapcube)
3054 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
3055 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
3056 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0);
3060 case RENDERPATH_CGGL:
3062 R_SetupShader_SetPermutationGLSL(mode, permutation);
3063 if (mode == SHADERMODE_LIGHTSOURCE)
3065 if (r_cg_permutation->vp_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}
3066 if (r_cg_permutation->vp_LightPosition >= 0) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
3070 if (mode == SHADERMODE_LIGHTDIRECTION)
3072 if (r_cg_permutation->vp_LightDir >= 0) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
3075 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);
3076 if (r_cg_permutation->vp_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}
3077 if (r_cg_permutation->vp_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}
3078 if (r_cg_permutation->vp_EyePosition >= 0) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3079 if (r_cg_permutation->vp_FogPlane >= 0) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3082 if (mode == SHADERMODE_LIGHTSOURCE)
3084 if (r_cg_permutation->fp_LightPosition >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
3085 if (r_cg_permutation->fp_LightColor >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
3086 if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
3087 if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
3088 if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);
3090 // additive passes are only darkened by fog, not tinted
3091 if (r_cg_permutation->fp_FogColor >= 0)
3092 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
3093 if (r_cg_permutation->fp_ShadowMap_TextureScale >= 0) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3094 if (r_cg_permutation->fp_ShadowMap_Parameters >= 0) 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]);
3095 if (r_cg_permutation->fp_SpecularPower >= 0) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
3099 if (mode == SHADERMODE_FLATCOLOR)
3101 if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
3103 else if (mode == SHADERMODE_LIGHTDIRECTION)
3105 if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
3106 if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
3107 if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
3108 if (r_cg_permutation->fp_DeferredMod_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
3109 if (r_cg_permutation->fp_DeferredMod_Specular >= 0) 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);
3110 if (r_cg_permutation->fp_LightColor >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
3111 if (r_cg_permutation->fp_LightDir >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
3115 if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
3116 if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
3117 if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
3118 if (r_cg_permutation->fp_DeferredMod_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
3119 if (r_cg_permutation->fp_DeferredMod_Specular >= 0) 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);
3121 // additive passes are only darkened by fog, not tinted
3122 if (r_cg_permutation->fp_FogColor >= 0)
3124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
3125 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
3127 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
3129 if (r_cg_permutation->fp_DistortScaleRefractReflect >= 0) 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);
3130 if (r_cg_permutation->fp_ScreenScaleRefractReflect >= 0) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
3131 if (r_cg_permutation->fp_ScreenCenterRefractReflect >= 0) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
3132 if (r_cg_permutation->fp_RefractColor >= 0) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);
3133 if (r_cg_permutation->fp_ReflectColor >= 0) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);
3134 if (r_cg_permutation->fp_ReflectFactor >= 0) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
3135 if (r_cg_permutation->fp_ReflectOffset >= 0) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);
3136 if (r_cg_permutation->fp_SpecularPower >= 0) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
3138 if (r_cg_permutation->fp_Color_Glow >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
3139 if (r_cg_permutation->fp_Alpha >= 0) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);
3140 if (r_cg_permutation->fp_EyePosition >= 0) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3141 if (r_cg_permutation->fp_Color_Pants >= 0)
3143 if (rsurface.texture->pantstexture)
3144 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3146 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
3148 if (r_cg_permutation->fp_Color_Shirt >= 0)
3150 if (rsurface.texture->shirttexture)
3151 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3153 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
3155 if (r_cg_permutation->fp_FogPlane >= 0) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3156 if (r_cg_permutation->fp_FogPlaneViewDist >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);
3157 if (r_cg_permutation->fp_FogRangeRecip >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);
3158 if (r_cg_permutation->fp_FogHeightFade >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);
3159 if (r_cg_permutation->fp_OffsetMapping_Scale >= 0) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
3160 if (r_cg_permutation->fp_ScreenToDepth >= 0) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3162 // if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(r_texture_white ));
3163 // if (r_cg_permutation->fp_Texture_Second ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_texture_white ));
3164 // if (r_cg_permutation->fp_Texture_GammaRamps ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_GammaRamps , R_GetTexture(r_texture_gammaramps ));
3165 if (r_cg_permutation->fp_Texture_Normal ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Normal , R_GetTexture(rsurface.texture->nmaptexture ));
3166 if (r_cg_permutation->fp_Texture_Color ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Color , R_GetTexture(rsurface.texture->basetexture ));
3167 if (r_cg_permutation->fp_Texture_Gloss ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Gloss , R_GetTexture(rsurface.texture->glosstexture ));
3168 if (r_cg_permutation->fp_Texture_Glow ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Glow , R_GetTexture(rsurface.texture->glowtexture ));
3169 if (r_cg_permutation->fp_Texture_SecondaryNormal) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryNormal, R_GetTexture(rsurface.texture->backgroundnmaptexture ));
3170 if (r_cg_permutation->fp_Texture_SecondaryColor ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryColor , R_GetTexture(rsurface.texture->backgroundbasetexture ));
3171 if (r_cg_permutation->fp_Texture_SecondaryGloss ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryGloss , R_GetTexture(rsurface.texture->backgroundglosstexture ));
3172 if (r_cg_permutation->fp_Texture_SecondaryGlow ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryGlow , R_GetTexture(rsurface.texture->backgroundglowtexture ));
3173 if (r_cg_permutation->fp_Texture_Pants ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Pants , R_GetTexture(rsurface.texture->pantstexture ));
3174 if (r_cg_permutation->fp_Texture_Shirt ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Shirt , R_GetTexture(rsurface.texture->shirttexture ));
3175 if (r_cg_permutation->fp_Texture_FogMask ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_FogMask , R_GetTexture(r_texture_fogattenuation ));
3176 if (r_cg_permutation->fp_Texture_Lightmap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(r_texture_white ));
3177 if (r_cg_permutation->fp_Texture_Deluxemap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Deluxemap , R_GetTexture(r_texture_blanknormalmap ));
3178 if (r_cg_permutation->fp_Texture_Attenuation ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));
3179 if (r_cg_permutation->fp_Texture_Refraction ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Refraction , R_GetTexture(r_texture_white ));
3180 if (r_cg_permutation->fp_Texture_Reflection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Reflection , R_GetTexture(r_texture_white ));
3181 if (r_cg_permutation->fp_Texture_ScreenDepth ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
3182 if (r_cg_permutation->fp_Texture_ScreenNormalMap) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
3183 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDiffuse , R_GetTexture(r_shadow_prepasslightingdiffusetexture ));
3184 if (r_cg_permutation->fp_Texture_ScreenSpecular ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenSpecular , R_GetTexture(r_shadow_prepasslightingspeculartexture ));
3185 if (rsurface.rtlight)
3187 if (r_cg_permutation->fp_Texture_Cube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));
3188 if (r_cg_permutation->fp_Texture_ShadowMapRect ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));
3189 if (r_shadow_usingshadowmapcube)
3190 if (r_cg_permutation->fp_Texture_ShadowMapCube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
3191 if (r_cg_permutation->fp_Texture_ShadowMap2D ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
3192 if (r_cg_permutation->fp_Texture_CubeProjection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));
3198 case RENDERPATH_GL13:
3199 case RENDERPATH_GL11:
3204 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3206 // select a permutation of the lighting shader appropriate to this
3207 // combination of texture, entity, light source, and fogging, only use the
3208 // minimum features necessary to avoid wasting rendering time in the
3209 // fragment shader on features that are not being used
3210 unsigned int permutation = 0;
3211 unsigned int mode = 0;
3212 const float *lightcolorbase = rtlight->currentcolor;
3213 float ambientscale = rtlight->ambientscale;
3214 float diffusescale = rtlight->diffusescale;
3215 float specularscale = rtlight->specularscale;
3216 // this is the location of the light in view space
3217 vec3_t viewlightorigin;
3218 // this transforms from view space (camera) to light space (cubemap)
3219 matrix4x4_t viewtolight;
3220 matrix4x4_t lighttoview;
3221 float viewtolight16f[16];
3222 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3224 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3225 if (rtlight->currentcubemap != r_texture_whitecube)
3226 permutation |= SHADERPERMUTATION_CUBEFILTER;
3227 if (diffusescale > 0)
3228 permutation |= SHADERPERMUTATION_DIFFUSE;
3229 if (specularscale > 0)
3231 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3232 if (r_shadow_glossexact.integer)
3233 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
3235 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
3237 if (r_shadow_usingshadowmaprect)
3238 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
3239 if (r_shadow_usingshadowmap2d)
3240 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3241 if (r_shadow_usingshadowmapcube)
3242 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
3243 else if(r_shadow_shadowmapvsdct)
3244 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3246 if (r_shadow_shadowmapsampler)
3247 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3248 if (r_shadow_shadowmappcf > 1)
3249 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3250 else if (r_shadow_shadowmappcf)
3251 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3253 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3254 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3255 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3256 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3257 switch(vid.renderpath)
3259 case RENDERPATH_GL20:
3260 R_SetupShader_SetPermutationGLSL(mode, permutation);
3261 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3262 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3263 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3264 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);
3265 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);
3266 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);
3267 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]);
3268 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]);
3269 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
3270 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]);
3272 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture ));
3273 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
3274 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
3275 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0);
3276 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture ));
3277 if (r_shadow_usingshadowmapcube)
3278 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
3279 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
3280 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0);
3282 case RENDERPATH_CGGL:
3284 R_SetupShader_SetPermutationCG(mode, permutation);
3285 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);
3286 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3287 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);
3288 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);
3289 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);
3290 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);
3291 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3292 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]);
3293 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
3294 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3296 if (r_cg_permutation->fp_Texture_Attenuation ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));
3297 if (r_cg_permutation->fp_Texture_ScreenDepth ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));
3298 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));
3299 if (r_cg_permutation->fp_Texture_Cube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));
3300 if (r_cg_permutation->fp_Texture_ShadowMapRect ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));
3301 if (r_shadow_usingshadowmapcube)
3302 if (r_cg_permutation->fp_Texture_ShadowMapCube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
3303 if (r_cg_permutation->fp_Texture_ShadowMap2D ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));
3304 if (r_cg_permutation->fp_Texture_CubeProjection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));
3307 case RENDERPATH_GL13:
3308 case RENDERPATH_GL11:
3313 #define SKINFRAME_HASH 1024
3317 int loadsequence; // incremented each level change
3318 memexpandablearray_t array;
3319 skinframe_t *hash[SKINFRAME_HASH];
3322 r_skinframe_t r_skinframe;
3324 void R_SkinFrame_PrepareForPurge(void)
3326 r_skinframe.loadsequence++;
3327 // wrap it without hitting zero
3328 if (r_skinframe.loadsequence >= 200)
3329 r_skinframe.loadsequence = 1;
3332 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3336 // mark the skinframe as used for the purging code
3337 skinframe->loadsequence = r_skinframe.loadsequence;
3340 void R_SkinFrame_Purge(void)
3344 for (i = 0;i < SKINFRAME_HASH;i++)
3346 for (s = r_skinframe.hash[i];s;s = s->next)
3348 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3350 if (s->merged == s->base)
3352 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3353 R_PurgeTexture(s->stain );s->stain = NULL;
3354 R_PurgeTexture(s->merged);s->merged = NULL;
3355 R_PurgeTexture(s->base );s->base = NULL;
3356 R_PurgeTexture(s->pants );s->pants = NULL;
3357 R_PurgeTexture(s->shirt );s->shirt = NULL;
3358 R_PurgeTexture(s->nmap );s->nmap = NULL;
3359 R_PurgeTexture(s->gloss );s->gloss = NULL;
3360 R_PurgeTexture(s->glow );s->glow = NULL;
3361 R_PurgeTexture(s->fog );s->fog = NULL;
3362 s->loadsequence = 0;
3368 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3370 char basename[MAX_QPATH];
3372 Image_StripImageExtension(name, basename, sizeof(basename));
3374 if( last == NULL ) {
3376 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3377 item = r_skinframe.hash[hashindex];
3382 // linearly search through the hash bucket
3383 for( ; item ; item = item->next ) {
3384 if( !strcmp( item->basename, basename ) ) {
3391 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3395 char basename[MAX_QPATH];
3397 Image_StripImageExtension(name, basename, sizeof(basename));
3399 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3400 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3401 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3405 rtexture_t *dyntexture;
3406 // check whether its a dynamic texture
3407 dyntexture = CL_GetDynTexture( basename );
3408 if (!add && !dyntexture)
3410 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3411 memset(item, 0, sizeof(*item));
3412 strlcpy(item->basename, basename, sizeof(item->basename));
3413 item->base = dyntexture; // either NULL or dyntexture handle
3414 item->textureflags = textureflags;
3415 item->comparewidth = comparewidth;
3416 item->compareheight = compareheight;
3417 item->comparecrc = comparecrc;
3418 item->next = r_skinframe.hash[hashindex];
3419 r_skinframe.hash[hashindex] = item;
3421 else if( item->base == NULL )
3423 rtexture_t *dyntexture;
3424 // check whether its a dynamic texture
3425 // 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]
3426 dyntexture = CL_GetDynTexture( basename );
3427 item->base = dyntexture; // either NULL or dyntexture handle
3430 R_SkinFrame_MarkUsed(item);
3434 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3436 unsigned long long avgcolor[5], wsum; \
3444 for(pix = 0; pix < cnt; ++pix) \
3447 for(comp = 0; comp < 3; ++comp) \
3449 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3452 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3454 for(comp = 0; comp < 3; ++comp) \
3455 avgcolor[comp] += getpixel * w; \
3458 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3459 avgcolor[4] += getpixel; \
3461 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3463 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3464 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3465 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3466 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3469 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3472 unsigned char *pixels;
3473 unsigned char *bumppixels;
3474 unsigned char *basepixels = NULL;
3475 int basepixels_width;
3476 int basepixels_height;
3477 skinframe_t *skinframe;
3479 if (cls.state == ca_dedicated)
3482 // return an existing skinframe if already loaded
3483 // if loading of the first image fails, don't make a new skinframe as it
3484 // would cause all future lookups of this to be missing
3485 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3486 if (skinframe && skinframe->base)
3489 basepixels = loadimagepixelsbgra(name, complain, true);
3490 if (basepixels == NULL)
3493 if (developer_loading.integer)
3494 Con_Printf("loading skin \"%s\"\n", name);
3496 // we've got some pixels to store, so really allocate this new texture now
3498 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3499 skinframe->stain = NULL;
3500 skinframe->merged = NULL;
3501 skinframe->base = r_texture_notexture;
3502 skinframe->pants = NULL;
3503 skinframe->shirt = NULL;
3504 skinframe->nmap = r_texture_blanknormalmap;
3505 skinframe->gloss = NULL;
3506 skinframe->glow = NULL;
3507 skinframe->fog = NULL;
3508 skinframe->hasalpha = false;
3510 basepixels_width = image_width;
3511 basepixels_height = image_height;
3512 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
3514 if (textureflags & TEXF_ALPHA)
3516 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3518 if (basepixels[j] < 255)
3520 skinframe->hasalpha = true;
3524 if (r_loadfog && skinframe->hasalpha)
3526 // has transparent pixels
3527 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3528 for (j = 0;j < image_width * image_height * 4;j += 4)
3533 pixels[j+3] = basepixels[j+3];
3535 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
3540 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3541 //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]);
3543 // _norm is the name used by tenebrae and has been adopted as standard
3544 if (r_loadnormalmap)
3546 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
3548 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
3552 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
3554 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3555 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3556 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
3558 Mem_Free(bumppixels);
3560 else if (r_shadow_bumpscale_basetexture.value > 0)
3562 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3563 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3564 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
3568 // _luma is supported for tenebrae compatibility
3569 // (I think it's a very stupid name, but oh well)
3570 // _glow is the preferred name
3571 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
3572 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
3573 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
3574 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
3577 Mem_Free(basepixels);
3582 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3583 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
3586 unsigned char *temp1, *temp2;
3587 skinframe_t *skinframe;
3589 if (cls.state == ca_dedicated)
3592 // if already loaded just return it, otherwise make a new skinframe
3593 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3594 if (skinframe && skinframe->base)
3597 skinframe->stain = NULL;
3598 skinframe->merged = NULL;
3599 skinframe->base = r_texture_notexture;
3600 skinframe->pants = NULL;
3601 skinframe->shirt = NULL;
3602 skinframe->nmap = r_texture_blanknormalmap;
3603 skinframe->gloss = NULL;
3604 skinframe->glow = NULL;
3605 skinframe->fog = NULL;
3606 skinframe->hasalpha = false;
3608 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3612 if (developer_loading.integer)
3613 Con_Printf("loading 32bit skin \"%s\"\n", name);
3615 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3617 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3618 temp2 = temp1 + width * height * 4;
3619 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3620 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
3623 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
3624 if (textureflags & TEXF_ALPHA)
3626 for (i = 3;i < width * height * 4;i += 4)
3628 if (skindata[i] < 255)
3630 skinframe->hasalpha = true;
3634 if (r_loadfog && skinframe->hasalpha)
3636 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3637 memcpy(fogpixels, skindata, width * height * 4);
3638 for (i = 0;i < width * height * 4;i += 4)
3639 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3640 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
3641 Mem_Free(fogpixels);
3645 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3646 //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]);
3651 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3655 skinframe_t *skinframe;
3657 if (cls.state == ca_dedicated)
3660 // if already loaded just return it, otherwise make a new skinframe
3661 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3662 if (skinframe && skinframe->base)
3665 skinframe->stain = NULL;
3666 skinframe->merged = NULL;
3667 skinframe->base = r_texture_notexture;
3668 skinframe->pants = NULL;
3669 skinframe->shirt = NULL;
3670 skinframe->nmap = r_texture_blanknormalmap;
3671 skinframe->gloss = NULL;
3672 skinframe->glow = NULL;
3673 skinframe->fog = NULL;
3674 skinframe->hasalpha = false;
3676 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3680 if (developer_loading.integer)
3681 Con_Printf("loading quake skin \"%s\"\n", name);
3683 // 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)
3684 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
3685 memcpy(skinframe->qpixels, skindata, width*height);
3686 skinframe->qwidth = width;
3687 skinframe->qheight = height;
3690 for (i = 0;i < width * height;i++)
3691 featuresmask |= palette_featureflags[skindata[i]];
3693 skinframe->hasalpha = false;
3694 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3695 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3696 skinframe->qgeneratemerged = true;
3697 skinframe->qgeneratebase = skinframe->qhascolormapping;
3698 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3700 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3701 //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]);
3706 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3710 unsigned char *skindata;
3712 if (!skinframe->qpixels)
3715 if (!skinframe->qhascolormapping)
3716 colormapped = false;
3720 if (!skinframe->qgeneratebase)
3725 if (!skinframe->qgeneratemerged)
3729 width = skinframe->qwidth;
3730 height = skinframe->qheight;
3731 skindata = skinframe->qpixels;
3733 if (skinframe->qgeneratenmap)
3735 unsigned char *temp1, *temp2;
3736 skinframe->qgeneratenmap = false;
3737 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3738 temp2 = temp1 + width * height * 4;
3739 // use either a custom palette or the quake palette
3740 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3741 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3742 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
3746 if (skinframe->qgenerateglow)
3748 skinframe->qgenerateglow = false;
3749 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
3754 skinframe->qgeneratebase = false;
3755 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3756 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
3757 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
3761 skinframe->qgeneratemerged = false;
3762 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3765 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3767 Mem_Free(skinframe->qpixels);
3768 skinframe->qpixels = NULL;
3772 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)
3775 skinframe_t *skinframe;
3777 if (cls.state == ca_dedicated)
3780 // if already loaded just return it, otherwise make a new skinframe
3781 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3782 if (skinframe && skinframe->base)
3785 skinframe->stain = NULL;
3786 skinframe->merged = NULL;
3787 skinframe->base = r_texture_notexture;
3788 skinframe->pants = NULL;
3789 skinframe->shirt = NULL;
3790 skinframe->nmap = r_texture_blanknormalmap;
3791 skinframe->gloss = NULL;
3792 skinframe->glow = NULL;
3793 skinframe->fog = NULL;
3794 skinframe->hasalpha = false;
3796 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3800 if (developer_loading.integer)
3801 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3803 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
3804 if (textureflags & TEXF_ALPHA)
3806 for (i = 0;i < width * height;i++)
3808 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3810 skinframe->hasalpha = true;
3814 if (r_loadfog && skinframe->hasalpha)
3815 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
3818 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3819 //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]);
3824 skinframe_t *R_SkinFrame_LoadMissing(void)
3826 skinframe_t *skinframe;
3828 if (cls.state == ca_dedicated)
3831 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3832 skinframe->stain = NULL;
3833 skinframe->merged = NULL;
3834 skinframe->base = r_texture_notexture;
3835 skinframe->pants = NULL;
3836 skinframe->shirt = NULL;
3837 skinframe->nmap = r_texture_blanknormalmap;
3838 skinframe->gloss = NULL;
3839 skinframe->glow = NULL;
3840 skinframe->fog = NULL;
3841 skinframe->hasalpha = false;
3843 skinframe->avgcolor[0] = rand() / RAND_MAX;
3844 skinframe->avgcolor[1] = rand() / RAND_MAX;
3845 skinframe->avgcolor[2] = rand() / RAND_MAX;
3846 skinframe->avgcolor[3] = 1;
3851 void R_Main_FreeViewCache(void)
3853 if (r_refdef.viewcache.entityvisible)
3854 Mem_Free(r_refdef.viewcache.entityvisible);
3855 if (r_refdef.viewcache.world_pvsbits)
3856 Mem_Free(r_refdef.viewcache.world_pvsbits);
3857 if (r_refdef.viewcache.world_leafvisible)
3858 Mem_Free(r_refdef.viewcache.world_leafvisible);
3859 if (r_refdef.viewcache.world_surfacevisible)
3860 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3861 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3864 void R_Main_ResizeViewCache(void)
3866 int numentities = r_refdef.scene.numentities;
3867 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3868 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3869 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3870 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3871 if (r_refdef.viewcache.maxentities < numentities)
3873 r_refdef.viewcache.maxentities = numentities;
3874 if (r_refdef.viewcache.entityvisible)
3875 Mem_Free(r_refdef.viewcache.entityvisible);
3876 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3878 if (r_refdef.viewcache.world_numclusters != numclusters)
3880 r_refdef.viewcache.world_numclusters = numclusters;
3881 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3882 if (r_refdef.viewcache.world_pvsbits)
3883 Mem_Free(r_refdef.viewcache.world_pvsbits);
3884 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3886 if (r_refdef.viewcache.world_numleafs != numleafs)
3888 r_refdef.viewcache.world_numleafs = numleafs;
3889 if (r_refdef.viewcache.world_leafvisible)
3890 Mem_Free(r_refdef.viewcache.world_leafvisible);
3891 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3893 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3895 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3896 if (r_refdef.viewcache.world_surfacevisible)
3897 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3898 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3902 extern rtexture_t *loadingscreentexture;
3903 void gl_main_start(void)
3905 loadingscreentexture = NULL;
3906 r_texture_blanknormalmap = NULL;
3907 r_texture_white = NULL;
3908 r_texture_grey128 = NULL;
3909 r_texture_black = NULL;
3910 r_texture_whitecube = NULL;
3911 r_texture_normalizationcube = NULL;
3912 r_texture_fogattenuation = NULL;
3913 r_texture_gammaramps = NULL;
3915 switch(vid.renderpath)
3917 case RENDERPATH_GL20:
3918 case RENDERPATH_CGGL:
3919 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3920 Cvar_SetValueQuick(&gl_combine, 1);
3921 Cvar_SetValueQuick(&r_glsl, 1);
3922 r_loadnormalmap = true;
3926 case RENDERPATH_GL13:
3927 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3928 Cvar_SetValueQuick(&gl_combine, 1);
3929 Cvar_SetValueQuick(&r_glsl, 0);
3930 r_loadnormalmap = false;
3931 r_loadgloss = false;
3934 case RENDERPATH_GL11:
3935 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3936 Cvar_SetValueQuick(&gl_combine, 0);
3937 Cvar_SetValueQuick(&r_glsl, 0);
3938 r_loadnormalmap = false;
3939 r_loadgloss = false;
3945 R_FrameData_Reset();
3949 memset(r_queries, 0, sizeof(r_queries));
3951 r_qwskincache = NULL;
3952 r_qwskincache_size = 0;
3954 // set up r_skinframe loading system for textures
3955 memset(&r_skinframe, 0, sizeof(r_skinframe));
3956 r_skinframe.loadsequence = 1;
3957 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3959 r_main_texturepool = R_AllocTexturePool();
3960 R_BuildBlankTextures();
3962 if (vid.support.arb_texture_cube_map)
3965 R_BuildNormalizationCube();
3967 r_texture_fogattenuation = NULL;
3968 r_texture_gammaramps = NULL;
3969 //r_texture_fogintensity = NULL;
3970 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3971 memset(&r_waterstate, 0, sizeof(r_waterstate));
3972 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3973 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3975 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
3976 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
3978 memset(&r_svbsp, 0, sizeof (r_svbsp));
3980 r_refdef.fogmasktable_density = 0;
3983 void gl_main_shutdown(void)
3986 R_FrameData_Reset();
3988 R_Main_FreeViewCache();
3991 qglDeleteQueriesARB(r_maxqueries, r_queries);
3995 memset(r_queries, 0, sizeof(r_queries));
3997 r_qwskincache = NULL;
3998 r_qwskincache_size = 0;
4000 // clear out the r_skinframe state
4001 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4002 memset(&r_skinframe, 0, sizeof(r_skinframe));
4005 Mem_Free(r_svbsp.nodes);
4006 memset(&r_svbsp, 0, sizeof (r_svbsp));
4007 R_FreeTexturePool(&r_main_texturepool);
4008 loadingscreentexture = NULL;
4009 r_texture_blanknormalmap = NULL;
4010 r_texture_white = NULL;
4011 r_texture_grey128 = NULL;
4012 r_texture_black = NULL;
4013 r_texture_whitecube = NULL;
4014 r_texture_normalizationcube = NULL;
4015 r_texture_fogattenuation = NULL;
4016 r_texture_gammaramps = NULL;
4017 //r_texture_fogintensity = NULL;
4018 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4019 memset(&r_waterstate, 0, sizeof(r_waterstate));
4023 extern void CL_ParseEntityLump(char *entitystring);
4024 void gl_main_newmap(void)
4026 // FIXME: move this code to client
4028 char *entities, entname[MAX_QPATH];
4030 Mem_Free(r_qwskincache);
4031 r_qwskincache = NULL;
4032 r_qwskincache_size = 0;
4035 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
4036 l = (int)strlen(entname) - 4;
4037 if (l >= 0 && !strcmp(entname + l, ".bsp"))
4039 memcpy(entname + l, ".ent", 5);
4040 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4042 CL_ParseEntityLump(entities);
4047 if (cl.worldmodel->brush.entities)
4048 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4050 R_Main_FreeViewCache();
4052 R_FrameData_Reset();
4055 void GL_Main_Init(void)
4057 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4059 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4060 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4061 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4062 if (gamemode == GAME_NEHAHRA)
4064 Cvar_RegisterVariable (&gl_fogenable);
4065 Cvar_RegisterVariable (&gl_fogdensity);
4066 Cvar_RegisterVariable (&gl_fogred);
4067 Cvar_RegisterVariable (&gl_foggreen);
4068 Cvar_RegisterVariable (&gl_fogblue);
4069 Cvar_RegisterVariable (&gl_fogstart);
4070 Cvar_RegisterVariable (&gl_fogend);
4071 Cvar_RegisterVariable (&gl_skyclip);
4073 Cvar_RegisterVariable(&r_motionblur);
4074 Cvar_RegisterVariable(&r_motionblur_maxblur);
4075 Cvar_RegisterVariable(&r_motionblur_bmin);
4076 Cvar_RegisterVariable(&r_motionblur_vmin);
4077 Cvar_RegisterVariable(&r_motionblur_vmax);
4078 Cvar_RegisterVariable(&r_motionblur_vcoeff);
4079 Cvar_RegisterVariable(&r_motionblur_randomize);
4080 Cvar_RegisterVariable(&r_damageblur);
4081 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4082 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4083 Cvar_RegisterVariable(&r_equalize_entities_by);
4084 Cvar_RegisterVariable(&r_equalize_entities_to);
4085 Cvar_RegisterVariable(&r_depthfirst);
4086 Cvar_RegisterVariable(&r_useinfinitefarclip);
4087 Cvar_RegisterVariable(&r_farclip_base);
4088 Cvar_RegisterVariable(&r_farclip_world);
4089 Cvar_RegisterVariable(&r_nearclip);
4090 Cvar_RegisterVariable(&r_showbboxes);
4091 Cvar_RegisterVariable(&r_showsurfaces);
4092 Cvar_RegisterVariable(&r_showtris);
4093 Cvar_RegisterVariable(&r_shownormals);
4094 Cvar_RegisterVariable(&r_showlighting);
4095 Cvar_RegisterVariable(&r_showshadowvolumes);
4096 Cvar_RegisterVariable(&r_showcollisionbrushes);
4097 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4098 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4099 Cvar_RegisterVariable(&r_showdisabledepthtest);
4100 Cvar_RegisterVariable(&r_drawportals);
4101 Cvar_RegisterVariable(&r_drawentities);
4102 Cvar_RegisterVariable(&r_cullentities_trace);
4103 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4104 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4105 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4106 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4107 Cvar_RegisterVariable(&r_drawviewmodel);
4108 Cvar_RegisterVariable(&r_speeds);
4109 Cvar_RegisterVariable(&r_fullbrights);
4110 Cvar_RegisterVariable(&r_wateralpha);
4111 Cvar_RegisterVariable(&r_dynamic);
4112 Cvar_RegisterVariable(&r_fullbright);
4113 Cvar_RegisterVariable(&r_shadows);
4114 Cvar_RegisterVariable(&r_shadows_darken);
4115 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4116 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4117 Cvar_RegisterVariable(&r_shadows_throwdistance);
4118 Cvar_RegisterVariable(&r_shadows_throwdirection);
4119 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4120 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4121 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4122 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4123 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4124 Cvar_RegisterVariable(&r_fog_exp2);
4125 Cvar_RegisterVariable(&r_drawfog);
4126 Cvar_RegisterVariable(&r_transparentdepthmasking);
4127 Cvar_RegisterVariable(&r_textureunits);
4128 Cvar_RegisterVariable(&gl_combine);
4129 Cvar_RegisterVariable(&r_glsl);
4130 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4131 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4132 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4133 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4134 Cvar_RegisterVariable(&r_glsl_postprocess);
4135 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4136 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4137 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4138 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4139 Cvar_RegisterVariable(&r_water);
4140 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4141 Cvar_RegisterVariable(&r_water_clippingplanebias);
4142 Cvar_RegisterVariable(&r_water_refractdistort);
4143 Cvar_RegisterVariable(&r_water_reflectdistort);
4144 Cvar_RegisterVariable(&r_lerpsprites);
4145 Cvar_RegisterVariable(&r_lerpmodels);
4146 Cvar_RegisterVariable(&r_lerplightstyles);
4147 Cvar_RegisterVariable(&r_waterscroll);
4148 Cvar_RegisterVariable(&r_bloom);
4149 Cvar_RegisterVariable(&r_bloom_colorscale);
4150 Cvar_RegisterVariable(&r_bloom_brighten);
4151 Cvar_RegisterVariable(&r_bloom_blur);
4152 Cvar_RegisterVariable(&r_bloom_resolution);
4153 Cvar_RegisterVariable(&r_bloom_colorexponent);
4154 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4155 Cvar_RegisterVariable(&r_hdr);
4156 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4157 Cvar_RegisterVariable(&r_hdr_glowintensity);
4158 Cvar_RegisterVariable(&r_hdr_range);
4159 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4160 Cvar_RegisterVariable(&developer_texturelogging);
4161 Cvar_RegisterVariable(&gl_lightmaps);
4162 Cvar_RegisterVariable(&r_test);
4163 Cvar_RegisterVariable(&r_batchmode);
4164 Cvar_RegisterVariable(&r_glsl_saturation);
4165 Cvar_RegisterVariable(&r_framedatasize);
4166 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4167 Cvar_SetValue("r_fullbrights", 0);
4168 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
4170 Cvar_RegisterVariable(&r_track_sprites);
4171 Cvar_RegisterVariable(&r_track_sprites_flags);
4172 Cvar_RegisterVariable(&r_track_sprites_scalew);
4173 Cvar_RegisterVariable(&r_track_sprites_scaleh);
4176 extern void R_Textures_Init(void);
4177 extern void GL_Draw_Init(void);
4178 extern void GL_Main_Init(void);
4179 extern void R_Shadow_Init(void);
4180 extern void R_Sky_Init(void);
4181 extern void GL_Surf_Init(void);
4182 extern void R_Particles_Init(void);
4183 extern void R_Explosion_Init(void);
4184 extern void gl_backend_init(void);
4185 extern void Sbar_Init(void);
4186 extern void R_LightningBeams_Init(void);
4187 extern void Mod_RenderInit(void);
4189 void Render_Init(void)
4201 R_LightningBeams_Init();
4210 extern char *ENGINE_EXTENSIONS;
4213 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4214 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4215 gl_version = (const char *)qglGetString(GL_VERSION);
4216 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4220 if (!gl_platformextensions)
4221 gl_platformextensions = "";
4223 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4224 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4225 Con_Printf("GL_VERSION: %s\n", gl_version);
4226 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4227 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4229 VID_CheckExtensions();
4231 // LordHavoc: report supported extensions
4232 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4234 // clear to black (loading plaque will be seen over this)
4236 qglClearColor(0,0,0,1);CHECKGLERROR
4237 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4240 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4246 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4249 p = r_refdef.view.frustum + i;
4254 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4258 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4262 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4266 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4270 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4274 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4278 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4282 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4290 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4294 for (i = 0;i < numplanes;i++)
4301 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4305 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4309 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4313 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4317 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4321 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4325 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4329 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4337 //==================================================================================
4339 // LordHavoc: this stores temporary data used within the same frame
4341 qboolean r_framedata_failed;
4342 static size_t r_framedata_size;
4343 static size_t r_framedata_current;
4344 static void *r_framedata_base;
4346 void R_FrameData_Reset(void)
4348 if (r_framedata_base);
4349 Mem_Free(r_framedata_base);
4350 r_framedata_base = NULL;
4351 r_framedata_size = 0;
4352 r_framedata_current = 0;
4353 r_framedata_failed = false;
4356 void R_FrameData_NewFrame(void)
4359 if (r_framedata_failed)
4360 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
4361 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4362 wantedsize = bound(65536, wantedsize, 128*1024*1024);
4363 if (r_framedata_size != wantedsize)
4365 r_framedata_size = wantedsize;
4366 if (r_framedata_base);
4367 Mem_Free(r_framedata_base);
4368 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
4370 r_framedata_current = 0;
4371 r_framedata_failed = false;
4374 void *R_FrameData_Alloc(size_t size)
4378 // align to 16 byte boundary
4379 size = (size + 15) & ~15;
4380 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
4381 r_framedata_current += size;
4384 if (r_framedata_current > r_framedata_size)
4385 r_framedata_failed = true;
4387 // return NULL on everything after a failure
4388 if (r_framedata_failed)
4394 void *R_FrameData_Store(size_t size, void *data)
4396 void *d = R_FrameData_Alloc(size);
4398 memcpy(d, data, size);
4402 //==================================================================================
4404 // LordHavoc: animcache originally written by Echon, rewritten since then
4407 * Animation cache prevents re-generating mesh data for an animated model
4408 * multiple times in one frame for lighting, shadowing, reflections, etc.
4411 void R_AnimCache_Free(void)
4415 void R_AnimCache_ClearCache(void)
4418 entity_render_t *ent;
4420 for (i = 0;i < r_refdef.scene.numentities;i++)
4422 ent = r_refdef.scene.entities[i];
4423 ent->animcache_vertex3f = NULL;
4424 ent->animcache_normal3f = NULL;
4425 ent->animcache_svector3f = NULL;
4426 ent->animcache_tvector3f = NULL;
4430 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4432 dp_model_t *model = ent->model;
4434 // see if it's already cached this frame
4435 if (ent->animcache_vertex3f)
4437 // add normals/tangents if needed
4438 if (wantnormals || wanttangents)
4440 if (ent->animcache_normal3f)
4441 wantnormals = false;
4442 if (ent->animcache_svector3f)
4443 wanttangents = false;
4444 if (wantnormals || wanttangents)
4446 numvertices = model->surfmesh.num_vertices;
4448 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4451 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4452 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4454 if (!r_framedata_failed)
4455 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4461 // see if this ent is worth caching
4462 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
4464 // get some memory for this entity and generate mesh data
4465 numvertices = model->surfmesh.num_vertices;
4466 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4468 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4471 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4472 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
4474 if (!r_framedata_failed)
4475 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4477 return !r_framedata_failed;
4480 void R_AnimCache_CacheVisibleEntities(void)
4483 qboolean wantnormals = !r_showsurfaces.integer;
4484 qboolean wanttangents = !r_showsurfaces.integer;
4486 switch(vid.renderpath)
4488 case RENDERPATH_GL20:
4489 case RENDERPATH_CGGL:
4491 case RENDERPATH_GL13:
4492 case RENDERPATH_GL11:
4493 wanttangents = false;
4497 // TODO: thread this
4498 // NOTE: R_PrepareRTLights() also caches entities
4500 for (i = 0;i < r_refdef.scene.numentities;i++)
4501 if (r_refdef.viewcache.entityvisible[i])
4502 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4504 if (r_shadows.integer)
4505 for (i = 0;i < r_refdef.scene.numentities;i++)
4506 if (!r_refdef.viewcache.entityvisible[i])
4507 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
4510 //==================================================================================
4512 static void R_View_UpdateEntityLighting (void)
4515 entity_render_t *ent;
4516 vec3_t tempdiffusenormal, avg;
4517 vec_t f, fa, fd, fdd;
4519 for (i = 0;i < r_refdef.scene.numentities;i++)
4521 ent = r_refdef.scene.entities[i];
4523 // skip unseen models
4524 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
4528 if (ent->model && ent->model->brush.num_leafs)
4530 // TODO: use modellight for r_ambient settings on world?
4531 VectorSet(ent->modellight_ambient, 0, 0, 0);
4532 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4533 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4537 // fetch the lighting from the worldmodel data
4538 VectorClear(ent->modellight_ambient);
4539 VectorClear(ent->modellight_diffuse);
4540 VectorClear(tempdiffusenormal);
4541 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
4544 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4545 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
4546 if(ent->flags & RENDER_EQUALIZE)
4548 // first fix up ambient lighting...
4549 if(r_equalize_entities_minambient.value > 0)
4551 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4554 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4555 if(fa < r_equalize_entities_minambient.value * fd)
4558 // fa'/fd' = minambient
4559 // fa'+0.25*fd' = fa+0.25*fd
4561 // fa' = fd' * minambient
4562 // fd'*(0.25+minambient) = fa+0.25*fd
4564 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4565 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4567 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4568 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
4569 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4570 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4575 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4577 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
4578 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
4581 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
4582 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
4583 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4589 VectorSet(ent->modellight_ambient, 1, 1, 1);
4591 // move the light direction into modelspace coordinates for lighting code
4592 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4593 if(VectorLength2(ent->modellight_lightdir) == 0)
4594 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4595 VectorNormalize(ent->modellight_lightdir);
4599 #define MAX_LINEOFSIGHTTRACES 64
4601 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4604 vec3_t boxmins, boxmaxs;
4607 dp_model_t *model = r_refdef.scene.worldmodel;
4609 if (!model || !model->brush.TraceLineOfSight)
4612 // expand the box a little
4613 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4614 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4615 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4616 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4617 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4618 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4621 VectorCopy(eye, start);
4622 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4623 if (model->brush.TraceLineOfSight(model, start, end))
4626 // try various random positions
4627 for (i = 0;i < numsamples;i++)
4629 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4630 if (model->brush.TraceLineOfSight(model, start, end))
4638 static void R_View_UpdateEntityVisible (void)
4643 entity_render_t *ent;
4645 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
4646 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4648 // worldmodel can check visibility
4649 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4650 for (i = 0;i < r_refdef.scene.numentities;i++)
4652 ent = r_refdef.scene.entities[i];
4653 if (!(ent->flags & renderimask))
4654 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4655 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))
4656 r_refdef.viewcache.entityvisible[i] = true;
4658 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
4660 for (i = 0;i < r_refdef.scene.numentities;i++)
4662 ent = r_refdef.scene.entities[i];
4663 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4665 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4667 continue; // temp entities do pvs only
4668 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4669 ent->last_trace_visibility = realtime;
4670 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4671 r_refdef.viewcache.entityvisible[i] = 0;
4678 // no worldmodel or it can't check visibility
4679 for (i = 0;i < r_refdef.scene.numentities;i++)
4681 ent = r_refdef.scene.entities[i];
4682 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));
4687 /// only used if skyrendermasked, and normally returns false
4688 int R_DrawBrushModelsSky (void)
4691 entity_render_t *ent;
4694 for (i = 0;i < r_refdef.scene.numentities;i++)
4696 if (!r_refdef.viewcache.entityvisible[i])
4698 ent = r_refdef.scene.entities[i];
4699 if (!ent->model || !ent->model->DrawSky)
4701 ent->model->DrawSky(ent);
4707 static void R_DrawNoModel(entity_render_t *ent);
4708 static void R_DrawModels(void)
4711 entity_render_t *ent;
4713 for (i = 0;i < r_refdef.scene.numentities;i++)
4715 if (!r_refdef.viewcache.entityvisible[i])
4717 ent = r_refdef.scene.entities[i];
4718 r_refdef.stats.entities++;
4719 if (ent->model && ent->model->Draw != NULL)
4720 ent->model->Draw(ent);
4726 static void R_DrawModelsDepth(void)
4729 entity_render_t *ent;
4731 for (i = 0;i < r_refdef.scene.numentities;i++)
4733 if (!r_refdef.viewcache.entityvisible[i])
4735 ent = r_refdef.scene.entities[i];
4736 if (ent->model && ent->model->DrawDepth != NULL)
4737 ent->model->DrawDepth(ent);
4741 static void R_DrawModelsDebug(void)
4744 entity_render_t *ent;
4746 for (i = 0;i < r_refdef.scene.numentities;i++)
4748 if (!r_refdef.viewcache.entityvisible[i])
4750 ent = r_refdef.scene.entities[i];
4751 if (ent->model && ent->model->DrawDebug != NULL)
4752 ent->model->DrawDebug(ent);
4756 static void R_DrawModelsAddWaterPlanes(void)
4759 entity_render_t *ent;
4761 for (i = 0;i < r_refdef.scene.numentities;i++)
4763 if (!r_refdef.viewcache.entityvisible[i])
4765 ent = r_refdef.scene.entities[i];
4766 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4767 ent->model->DrawAddWaterPlanes(ent);
4771 static void R_View_SetFrustum(void)
4774 double slopex, slopey;
4775 vec3_t forward, left, up, origin;
4777 // we can't trust r_refdef.view.forward and friends in reflected scenes
4778 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4781 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4782 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4783 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4784 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4785 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4786 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4787 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4788 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4789 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4790 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4791 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4792 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4796 zNear = r_refdef.nearclip;
4797 nudge = 1.0 - 1.0 / (1<<23);
4798 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4799 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4800 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4801 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4802 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4803 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4804 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4805 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4811 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4812 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4813 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4814 r_refdef.view.frustum[0].dist = m[15] - m[12];
4816 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4817 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4818 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4819 r_refdef.view.frustum[1].dist = m[15] + m[12];
4821 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4822 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4823 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4824 r_refdef.view.frustum[2].dist = m[15] - m[13];
4826 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4827 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4828 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4829 r_refdef.view.frustum[3].dist = m[15] + m[13];
4831 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4832 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4833 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4834 r_refdef.view.frustum[4].dist = m[15] - m[14];
4836 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4837 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4838 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4839 r_refdef.view.frustum[5].dist = m[15] + m[14];
4842 if (r_refdef.view.useperspective)
4844 slopex = 1.0 / r_refdef.view.frustum_x;
4845 slopey = 1.0 / r_refdef.view.frustum_y;
4846 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
4847 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
4848 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
4849 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
4850 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4852 // Leaving those out was a mistake, those were in the old code, and they
4853 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4854 // I couldn't reproduce it after adding those normalizations. --blub
4855 VectorNormalize(r_refdef.view.frustum[0].normal);
4856 VectorNormalize(r_refdef.view.frustum[1].normal);
4857 VectorNormalize(r_refdef.view.frustum[2].normal);
4858 VectorNormalize(r_refdef.view.frustum[3].normal);
4860 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4861 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4862 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4863 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4864 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4866 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4867 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4868 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4869 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4870 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4874 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
4875 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
4876 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
4877 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
4878 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4879 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
4880 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
4881 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
4882 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
4883 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4885 r_refdef.view.numfrustumplanes = 5;
4887 if (r_refdef.view.useclipplane)
4889 r_refdef.view.numfrustumplanes = 6;
4890 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4893 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4894 PlaneClassify(r_refdef.view.frustum + i);
4896 // LordHavoc: note to all quake engine coders, Quake had a special case
4897 // for 90 degrees which assumed a square view (wrong), so I removed it,
4898 // Quake2 has it disabled as well.
4900 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4901 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4902 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4903 //PlaneClassify(&frustum[0]);
4905 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4906 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4907 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4908 //PlaneClassify(&frustum[1]);
4910 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4911 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4912 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4913 //PlaneClassify(&frustum[2]);
4915 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4916 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4917 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4918 //PlaneClassify(&frustum[3]);
4921 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4922 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4923 //PlaneClassify(&frustum[4]);
4926 void R_View_Update(void)
4928 R_Main_ResizeViewCache();
4929 R_View_SetFrustum();
4930 R_View_WorldVisibility(r_refdef.view.useclipplane);
4931 R_View_UpdateEntityVisible();
4932 R_View_UpdateEntityLighting();
4935 void R_SetupView(qboolean allowwaterclippingplane)
4937 const float *customclipplane = NULL;
4939 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4941 // LordHavoc: couldn't figure out how to make this approach the
4942 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4943 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4944 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4945 dist = r_refdef.view.clipplane.dist;
4946 plane[0] = r_refdef.view.clipplane.normal[0];
4947 plane[1] = r_refdef.view.clipplane.normal[1];
4948 plane[2] = r_refdef.view.clipplane.normal[2];
4950 customclipplane = plane;
4953 if (!r_refdef.view.useperspective)
4954 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);
4955 else if (vid.stencil && r_useinfinitefarclip.integer)
4956 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);
4958 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);
4959 R_SetViewport(&r_refdef.view.viewport);
4962 void R_EntityMatrix(const matrix4x4_t *matrix)
4964 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4966 gl_modelmatrixchanged = false;
4967 gl_modelmatrix = *matrix;
4968 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4969 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4970 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4971 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4973 switch(vid.renderpath)
4975 case RENDERPATH_GL20:
4976 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4977 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
4979 case RENDERPATH_CGGL:
4980 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix >= 0) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4981 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
4983 case RENDERPATH_GL13:
4984 case RENDERPATH_GL11:
4985 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
4991 void R_ResetViewRendering2D(void)
4993 r_viewport_t viewport;
4996 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4997 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);
4998 R_SetViewport(&viewport);
4999 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5000 GL_Color(1, 1, 1, 1);
5001 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5002 GL_BlendFunc(GL_ONE, GL_ZERO);
5003 GL_AlphaTest(false);
5004 GL_ScissorTest(false);
5005 GL_DepthMask(false);
5006 GL_DepthRange(0, 1);
5007 GL_DepthTest(false);
5008 R_EntityMatrix(&identitymatrix);
5009 R_Mesh_ResetTextureState();
5010 GL_PolygonOffset(0, 0);
5011 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5012 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5013 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
5014 qglStencilMask(~0);CHECKGLERROR
5015 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
5016 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
5017 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
5020 void R_ResetViewRendering3D(void)
5025 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5026 GL_Color(1, 1, 1, 1);
5027 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5028 GL_BlendFunc(GL_ONE, GL_ZERO);
5029 GL_AlphaTest(false);
5030 GL_ScissorTest(true);
5032 GL_DepthRange(0, 1);
5034 R_EntityMatrix(&identitymatrix);
5035 R_Mesh_ResetTextureState();
5036 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5037 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5038 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5039 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
5040 qglStencilMask(~0);CHECKGLERROR
5041 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
5042 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
5043 GL_CullFace(r_refdef.view.cullface_back);
5046 void R_RenderScene(void);
5047 void R_RenderWaterPlanes(void);
5049 static void R_Water_StartFrame(void)
5052 int waterwidth, waterheight, texturewidth, textureheight;
5053 r_waterstate_waterplane_t *p;
5055 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5058 switch(vid.renderpath)
5060 case RENDERPATH_GL20:
5061 case RENDERPATH_CGGL:
5063 case RENDERPATH_GL13:
5064 case RENDERPATH_GL11:
5068 // set waterwidth and waterheight to the water resolution that will be
5069 // used (often less than the screen resolution for faster rendering)
5070 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
5071 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
5073 // calculate desired texture sizes
5074 // can't use water if the card does not support the texture size
5075 if (!r_water.integer || r_showsurfaces.integer)
5076 texturewidth = textureheight = waterwidth = waterheight = 0;
5077 else if (vid.support.arb_texture_non_power_of_two)
5079 texturewidth = waterwidth;
5080 textureheight = waterheight;
5084 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5085 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5088 // allocate textures as needed
5089 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
5091 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5092 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5094 if (p->texture_refraction)
5095 R_FreeTexture(p->texture_refraction);
5096 p->texture_refraction = NULL;
5097 if (p->texture_reflection)
5098 R_FreeTexture(p->texture_reflection);
5099 p->texture_reflection = NULL;
5101 memset(&r_waterstate, 0, sizeof(r_waterstate));
5102 r_waterstate.texturewidth = texturewidth;
5103 r_waterstate.textureheight = textureheight;
5106 if (r_waterstate.texturewidth)
5108 r_waterstate.enabled = true;
5110 // when doing a reduced render (HDR) we want to use a smaller area
5111 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5112 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5114 // set up variables that will be used in shader setup
5115 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5116 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5117 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5118 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5121 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5122 r_waterstate.numwaterplanes = 0;
5125 void R_Water_AddWaterPlane(msurface_t *surface)
5127 int triangleindex, planeindex;
5133 r_waterstate_waterplane_t *p;
5134 texture_t *t = R_GetCurrentTexture(surface->texture);
5135 // just use the first triangle with a valid normal for any decisions
5136 VectorClear(normal);
5137 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5139 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5140 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5141 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5142 TriangleNormal(vert[0], vert[1], vert[2], normal);
5143 if (VectorLength2(normal) >= 0.001)
5147 VectorCopy(normal, plane.normal);
5148 VectorNormalize(plane.normal);
5149 plane.dist = DotProduct(vert[0], plane.normal);
5150 PlaneClassify(&plane);
5151 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5153 // skip backfaces (except if nocullface is set)
5154 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5156 VectorNegate(plane.normal, plane.normal);
5158 PlaneClassify(&plane);
5162 // find a matching plane if there is one
5163 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5164 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5166 if (planeindex >= r_waterstate.maxwaterplanes)
5167 return; // nothing we can do, out of planes
5169 // if this triangle does not fit any known plane rendered this frame, add one
5170 if (planeindex >= r_waterstate.numwaterplanes)
5172 // store the new plane
5173 r_waterstate.numwaterplanes++;
5175 // clear materialflags and pvs
5176 p->materialflags = 0;
5177 p->pvsvalid = false;
5179 // merge this surface's materialflags into the waterplane
5180 p->materialflags |= t->currentmaterialflags;
5181 // merge this surface's PVS into the waterplane
5182 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5183 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5184 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5186 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5191 static void R_Water_ProcessPlanes(void)
5193 r_refdef_view_t originalview;
5194 r_refdef_view_t myview;
5196 r_waterstate_waterplane_t *p;
5198 originalview = r_refdef.view;
5200 // make sure enough textures are allocated
5201 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5203 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5205 if (!p->texture_refraction)
5206 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
5207 if (!p->texture_refraction)
5211 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5213 if (!p->texture_reflection)
5214 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
5215 if (!p->texture_reflection)
5221 r_refdef.view = originalview;
5222 r_refdef.view.showdebug = false;
5223 r_refdef.view.width = r_waterstate.waterwidth;
5224 r_refdef.view.height = r_waterstate.waterheight;
5225 r_refdef.view.useclipplane = true;
5226 myview = r_refdef.view;
5227 r_waterstate.renderingscene = true;
5228 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5230 // render the normal view scene and copy into texture
5231 // (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)
5232 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5234 r_refdef.view = myview;
5235 r_refdef.view.clipplane = p->plane;
5236 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5237 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5238 PlaneClassify(&r_refdef.view.clipplane);
5240 R_ResetViewRendering3D();
5241 R_ClearScreen(r_refdef.fogenabled);
5245 R_Mesh_CopyToTexture(R_GetTexture(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);
5248 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5250 r_refdef.view = myview;
5251 // render reflected scene and copy into texture
5252 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5253 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5254 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5255 r_refdef.view.clipplane = p->plane;
5256 // reverse the cullface settings for this render
5257 r_refdef.view.cullface_front = GL_FRONT;
5258 r_refdef.view.cullface_back = GL_BACK;
5259 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5261 r_refdef.view.usecustompvs = true;
5263 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5265 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5268 R_ResetViewRendering3D();
5269 R_ClearScreen(r_refdef.fogenabled);
5273 R_Mesh_CopyToTexture(R_GetTexture(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);
5276 r_waterstate.renderingscene = false;
5277 r_refdef.view = originalview;
5278 R_ResetViewRendering3D();
5279 R_ClearScreen(r_refdef.fogenabled);
5283 r_refdef.view = originalview;
5284 r_waterstate.renderingscene = false;
5285 Cvar_SetValueQuick(&r_water, 0);
5286 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5290 void R_Bloom_StartFrame(void)
5292 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5294 switch(vid.renderpath)
5296 case RENDERPATH_GL20:
5297 case RENDERPATH_CGGL:
5299 case RENDERPATH_GL13:
5300 case RENDERPATH_GL11:
5304 // set bloomwidth and bloomheight to the bloom resolution that will be
5305 // used (often less than the screen resolution for faster rendering)
5306 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5307 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5308 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5309 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5310 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5312 // calculate desired texture sizes
5313 if (vid.support.arb_texture_non_power_of_two)
5315 screentexturewidth = r_refdef.view.width;
5316 screentextureheight = r_refdef.view.height;
5317 bloomtexturewidth = r_bloomstate.bloomwidth;
5318 bloomtextureheight = r_bloomstate.bloomheight;
5322 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5323 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5324 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5325 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5328 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))
5330 Cvar_SetValueQuick(&r_hdr, 0);
5331 Cvar_SetValueQuick(&r_bloom, 0);
5332 Cvar_SetValueQuick(&r_motionblur, 0);
5333 Cvar_SetValueQuick(&r_damageblur, 0);
5336 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)))
5337 screentexturewidth = screentextureheight = 0;
5338 if (!r_hdr.integer && !r_bloom.integer)
5339 bloomtexturewidth = bloomtextureheight = 0;
5341 // allocate textures as needed
5342 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
5344 if (r_bloomstate.texture_screen)
5345 R_FreeTexture(r_bloomstate.texture_screen);
5346 r_bloomstate.texture_screen = NULL;
5347 r_bloomstate.screentexturewidth = screentexturewidth;
5348 r_bloomstate.screentextureheight = screentextureheight;
5349 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
5350 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
5352 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
5354 if (r_bloomstate.texture_bloom)
5355 R_FreeTexture(r_bloomstate.texture_bloom);
5356 r_bloomstate.texture_bloom = NULL;
5357 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
5358 r_bloomstate.bloomtextureheight = bloomtextureheight;
5359 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
5360 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
5363 // when doing a reduced render (HDR) we want to use a smaller area
5364 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
5365 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5366 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
5367 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
5368 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
5370 // set up a texcoord array for the full resolution screen image
5371 // (we have to keep this around to copy back during final render)
5372 r_bloomstate.screentexcoord2f[0] = 0;
5373 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
5374 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
5375 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
5376 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
5377 r_bloomstate.screentexcoord2f[5] = 0;
5378 r_bloomstate.screentexcoord2f[6] = 0;
5379 r_bloomstate.screentexcoord2f[7] = 0;
5381 // set up a texcoord array for the reduced resolution bloom image
5382 // (which will be additive blended over the screen image)
5383 r_bloomstate.bloomtexcoord2f[0] = 0;
5384 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5385 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5386 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5387 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5388 r_bloomstate.bloomtexcoord2f[5] = 0;
5389 r_bloomstate.bloomtexcoord2f[6] = 0;
5390 r_bloomstate.bloomtexcoord2f[7] = 0;
5392 if (r_hdr.integer || r_bloom.integer)
5394 r_bloomstate.enabled = true;
5395 r_bloomstate.hdr = r_hdr.integer != 0;
5398 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);
5401 void R_Bloom_CopyBloomTexture(float colorscale)
5403 r_refdef.stats.bloom++;
5405 // scale down screen texture to the bloom texture size
5407 R_SetViewport(&r_bloomstate.viewport);
5408 GL_BlendFunc(GL_ONE, GL_ZERO);
5409 GL_Color(colorscale, colorscale, colorscale, 1);
5410 // TODO: optimize with multitexture or GLSL
5411 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
5412 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
5413 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5414 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5416 // we now have a bloom image in the framebuffer
5417 // copy it into the bloom image texture for later processing
5418 R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5419 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5422 void R_Bloom_CopyHDRTexture(void)
5424 R_Mesh_CopyToTexture(R_GetTexture(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);
5425 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5428 void R_Bloom_MakeTexture(void)
5431 float xoffset, yoffset, r, brighten;
5433 r_refdef.stats.bloom++;
5435 R_ResetViewRendering2D();
5436 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5437 R_Mesh_ColorPointer(NULL, 0, 0);
5439 // we have a bloom image in the framebuffer
5441 R_SetViewport(&r_bloomstate.viewport);
5443 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5446 r = bound(0, r_bloom_colorexponent.value / x, 1);
5447 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5448 GL_Color(r, r, r, 1);
5449 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5450 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
5451 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5452 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5454 // copy the vertically blurred bloom view to a texture
5455 GL_ActiveTexture(0);
5457 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
5458 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5461 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
5462 brighten = r_bloom_brighten.value;
5464 brighten *= r_hdr_range.value;
5465 brighten = sqrt(brighten);
5467 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5468 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5469 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
5471 for (dir = 0;dir < 2;dir++)
5473 // blend on at multiple vertical offsets to achieve a vertical blur
5474 // TODO: do offset blends using GLSL
5475 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5476 GL_BlendFunc(GL_ONE, GL_ZERO);
5477 for (x = -range;x <= range;x++)
5479 if (!dir){xoffset = 0;yoffset = x;}
5480 else {xoffset = x;yoffset = 0;}
5481 xoffset /= (float)r_bloomstate.bloomtexturewidth;
5482 yoffset /= (float)r_bloomstate.bloomtextureheight;
5483 // compute a texcoord array with the specified x and y offset
5484 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
5485 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5486 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5487 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5488 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5489 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
5490 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
5491 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
5492 // this r value looks like a 'dot' particle, fading sharply to
5493 // black at the edges
5494 // (probably not realistic but looks good enough)
5495 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5496 //r = brighten/(range*2+1);
5497 r = brighten / (range * 2 + 1);
5499 r *= (1 - x*x/(float)(range*range));
5500 GL_Color(r, r, r, 1);
5501 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5502 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5503 GL_BlendFunc(GL_ONE, GL_ONE);
5506 // copy the vertically blurred bloom view to a texture
5507 GL_ActiveTexture(0);
5509 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
5510 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5513 // apply subtract last
5514 // (just like it would be in a GLSL shader)
5515 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
5517 GL_BlendFunc(GL_ONE, GL_ZERO);
5518 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5519 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
5520 GL_Color(1, 1, 1, 1);
5521 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5522 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5524 GL_BlendFunc(GL_ONE, GL_ONE);
5525 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5526 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5527 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
5528 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
5529 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5530 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5531 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5533 // copy the darkened bloom view to a texture
5534 R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5535 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5539 void R_HDR_RenderBloomTexture(void)
5541 int oldwidth, oldheight;
5542 float oldcolorscale;
5544 oldcolorscale = r_refdef.view.colorscale;
5545 oldwidth = r_refdef.view.width;
5546 oldheight = r_refdef.view.height;
5547 r_refdef.view.width = r_bloomstate.bloomwidth;
5548 r_refdef.view.height = r_bloomstate.bloomheight;
5550 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
5551 // TODO: add exposure compensation features
5552 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
5554 r_refdef.view.showdebug = false;
5555 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
5557 R_ResetViewRendering3D();
5559 R_ClearScreen(r_refdef.fogenabled);
5560 if (r_timereport_active)
5561 R_TimeReport("HDRclear");
5564 if (r_timereport_active)
5565 R_TimeReport("visibility");
5567 // only do secondary renders with HDR if r_hdr is 2 or higher
5568 r_waterstate.numwaterplanes = 0;
5569 if (r_waterstate.enabled && r_hdr.integer >= 2)
5570 R_RenderWaterPlanes();
5572 r_refdef.view.showdebug = true;
5574 r_waterstate.numwaterplanes = 0;
5576 R_ResetViewRendering2D();
5578 R_Bloom_CopyHDRTexture();
5579 R_Bloom_MakeTexture();
5581 // restore the view settings
5582 r_refdef.view.width = oldwidth;
5583 r_refdef.view.height = oldheight;
5584 r_refdef.view.colorscale = oldcolorscale;
5585 r_frame++; // used only by R_GetCurrentTexture
5587 R_ResetViewRendering3D();
5589 R_ClearScreen(r_refdef.fogenabled);
5590 if (r_timereport_active)
5591 R_TimeReport("viewclear");
5594 static void R_BlendView(void)
5596 unsigned int permutation;
5597 float uservecs[4][4];
5599 switch (vid.renderpath)
5601 case RENDERPATH_GL20:
5602 case RENDERPATH_CGGL:
5604 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
5605 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5606 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
5607 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5608 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5610 if (r_bloomstate.texture_screen)
5612 // make sure the buffer is available
5613 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
5615 R_ResetViewRendering2D();
5616 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5617 R_Mesh_ColorPointer(NULL, 0, 0);
5619 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
5621 // declare variables
5623 static float avgspeed;
5625 speed = VectorLength(cl.movement_velocity);
5627 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
5628 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
5630 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
5631 speed = bound(0, speed, 1);
5632 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
5634 // calculate values into a standard alpha
5635 cl.motionbluralpha = 1 - exp(-
5637 (r_motionblur.value * speed / 80)
5639 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5642 max(0.0001, cl.time - cl.oldtime) // fps independent
5645 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5646 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5648 if (cl.motionbluralpha > 0)
5650 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5651 GL_Color(1, 1, 1, cl.motionbluralpha);
5652 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
5653 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
5654 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5655 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5659 // copy view into the screen texture
5660 R_Mesh_CopyToTexture(R_GetTexture(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);
5661 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5663 else if (!r_bloomstate.texture_bloom)
5665 // we may still have to do view tint...
5666 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
5668 // apply a color tint to the whole view
5669 R_ResetViewRendering2D();
5670 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5671 R_Mesh_ColorPointer(NULL, 0, 0);
5672 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5673 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5674 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5675 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5677 break; // no screen processing, no bloom, skip it
5680 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
5682 // render simple bloom effect
5683 // copy the screen and shrink it and darken it for the bloom process
5684 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
5685 // make the bloom texture
5686 R_Bloom_MakeTexture();
5689 #if _MSC_VER >= 1400
5690 #define sscanf sscanf_s
5692 memset(uservecs, 0, sizeof(uservecs));
5693 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5694 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5695 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5696 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5698 R_ResetViewRendering2D();
5699 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5700 R_Mesh_ColorPointer(NULL, 0, 0);
5701 GL_Color(1, 1, 1, 1);
5702 GL_BlendFunc(GL_ONE, GL_ZERO);
5703 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
5704 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
5706 switch(vid.renderpath)
5708 case RENDERPATH_GL20:
5709 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5710 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_bloomstate.texture_screen));
5711 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_bloomstate.texture_bloom ));
5712 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps ));
5713 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]);
5714 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
5715 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
5716 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]);
5717 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]);
5718 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]);
5719 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]);
5720 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5722 case RENDERPATH_CGGL:
5724 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
5725 if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(r_bloomstate.texture_screen));
5726 if (r_cg_permutation->fp_Texture_Second ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_bloomstate.texture_bloom ));
5727 if (r_cg_permutation->fp_Texture_GammaRamps) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_GammaRamps, R_GetTexture(r_texture_gammaramps ));
5728 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]);
5729 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);
5730 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
5731 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5732 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5733 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5734 if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5735 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);
5741 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5742 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5744 case RENDERPATH_GL13:
5745 case RENDERPATH_GL11:
5746 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
5748 // apply a color tint to the whole view
5749 R_ResetViewRendering2D();
5750 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5751 R_Mesh_ColorPointer(NULL, 0, 0);
5752 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5753 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5754 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5755 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5761 matrix4x4_t r_waterscrollmatrix;
5763 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
5765 if (r_refdef.fog_density)
5767 r_refdef.fogcolor[0] = r_refdef.fog_red;
5768 r_refdef.fogcolor[1] = r_refdef.fog_green;
5769 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5771 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5772 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5773 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5774 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5778 VectorCopy(r_refdef.fogcolor, fogvec);
5779 // color.rgb *= ContrastBoost * SceneBrightness;
5780 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5781 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5782 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5783 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5788 void R_UpdateVariables(void)
5792 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
5794 r_refdef.farclip = r_farclip_base.value;
5795 if (r_refdef.scene.worldmodel)
5796 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5797 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5799 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5800 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5801 r_refdef.polygonfactor = 0;
5802 r_refdef.polygonoffset = 0;
5803 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5804 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5806 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5807 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5808 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
5809 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5810 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5811 if (r_showsurfaces.integer)
5813 r_refdef.scene.rtworld = false;
5814 r_refdef.scene.rtworldshadows = false;
5815 r_refdef.scene.rtdlight = false;
5816 r_refdef.scene.rtdlightshadows = false;
5817 r_refdef.lightmapintensity = 0;
5820 if (gamemode == GAME_NEHAHRA)
5822 if (gl_fogenable.integer)
5824 r_refdef.oldgl_fogenable = true;
5825 r_refdef.fog_density = gl_fogdensity.value;
5826 r_refdef.fog_red = gl_fogred.value;
5827 r_refdef.fog_green = gl_foggreen.value;
5828 r_refdef.fog_blue = gl_fogblue.value;
5829 r_refdef.fog_alpha = 1;
5830 r_refdef.fog_start = 0;
5831 r_refdef.fog_end = gl_skyclip.value;
5832 r_refdef.fog_height = 1<<30;
5833 r_refdef.fog_fadedepth = 128;
5835 else if (r_refdef.oldgl_fogenable)
5837 r_refdef.oldgl_fogenable = false;
5838 r_refdef.fog_density = 0;
5839 r_refdef.fog_red = 0;
5840 r_refdef.fog_green = 0;
5841 r_refdef.fog_blue = 0;
5842 r_refdef.fog_alpha = 0;
5843 r_refdef.fog_start = 0;
5844 r_refdef.fog_end = 0;
5845 r_refdef.fog_height = 1<<30;
5846 r_refdef.fog_fadedepth = 128;
5850 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5851 r_refdef.fog_start = max(0, r_refdef.fog_start);
5852 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5854 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
5856 if (r_refdef.fog_density && r_drawfog.integer)
5858 r_refdef.fogenabled = true;
5859 // this is the point where the fog reaches 0.9986 alpha, which we
5860 // consider a good enough cutoff point for the texture
5861 // (0.9986 * 256 == 255.6)
5862 if (r_fog_exp2.integer)
5863 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5865 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5866 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5867 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5868 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5869 // fog color was already set
5870 // update the fog texture
5871 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)
5872 R_BuildFogTexture();
5875 r_refdef.fogenabled = false;
5877 switch(vid.renderpath)
5879 case RENDERPATH_GL20:
5880 case RENDERPATH_CGGL:
5881 if(v_glslgamma.integer && !vid_gammatables_trivial)
5883 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5885 // build GLSL gamma texture
5886 #define RAMPWIDTH 256
5887 unsigned short ramp[RAMPWIDTH * 3];
5888 unsigned char rampbgr[RAMPWIDTH][4];
5891 r_texture_gammaramps_serial = vid_gammatables_serial;
5893 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5894 for(i = 0; i < RAMPWIDTH; ++i)
5896 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5897 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5898 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5901 if (r_texture_gammaramps)
5903 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
5907 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
5913 // remove GLSL gamma texture
5916 case RENDERPATH_GL13:
5917 case RENDERPATH_GL11:
5922 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5923 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5929 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5930 if( scenetype != r_currentscenetype ) {
5931 // store the old scenetype
5932 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5933 r_currentscenetype = scenetype;
5934 // move in the new scene
5935 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5944 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5946 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5947 if( scenetype == r_currentscenetype ) {
5948 return &r_refdef.scene;
5950 return &r_scenes_store[ scenetype ];
5959 void R_RenderView(void)
5961 if (r_timereport_active)
5962 R_TimeReport("start");
5963 r_frame++; // used only by R_GetCurrentTexture
5964 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5966 if (!r_drawentities.integer)
5967 r_refdef.scene.numentities = 0;
5969 R_AnimCache_ClearCache();
5970 R_FrameData_NewFrame();
5972 if (r_refdef.view.isoverlay)
5974 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5975 GL_Clear( GL_DEPTH_BUFFER_BIT );
5976 R_TimeReport("depthclear");
5978 r_refdef.view.showdebug = false;
5980 r_waterstate.enabled = false;
5981 r_waterstate.numwaterplanes = 0;
5989 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5990 return; //Host_Error ("R_RenderView: NULL worldmodel");
5992 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5994 // break apart the view matrix into vectors for various purposes
5995 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5996 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5997 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5998 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5999 // make an inverted copy of the view matrix for tracking sprites
6000 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
6002 R_Shadow_UpdateWorldLightSelection();
6004 R_Bloom_StartFrame();
6005 R_Water_StartFrame();
6008 if (r_timereport_active)
6009 R_TimeReport("viewsetup");
6011 R_ResetViewRendering3D();
6013 if (r_refdef.view.clear || r_refdef.fogenabled)
6015 R_ClearScreen(r_refdef.fogenabled);
6016 if (r_timereport_active)
6017 R_TimeReport("viewclear");
6019 r_refdef.view.clear = true;
6021 // this produces a bloom texture to be used in R_BlendView() later
6022 if (r_hdr.integer && r_bloomstate.bloomwidth)
6023 R_HDR_RenderBloomTexture();
6025 r_refdef.view.showdebug = true;
6028 if (r_timereport_active)
6029 R_TimeReport("visibility");
6031 r_waterstate.numwaterplanes = 0;
6032 if (r_waterstate.enabled)
6033 R_RenderWaterPlanes();
6036 r_waterstate.numwaterplanes = 0;
6039 if (r_timereport_active)
6040 R_TimeReport("blendview");
6042 GL_Scissor(0, 0, vid.width, vid.height);
6043 GL_ScissorTest(false);
6047 void R_RenderWaterPlanes(void)
6049 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6051 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6052 if (r_timereport_active)
6053 R_TimeReport("waterworld");
6056 // don't let sound skip if going slow
6057 if (r_refdef.scene.extraupdate)
6060 R_DrawModelsAddWaterPlanes();
6061 if (r_timereport_active)
6062 R_TimeReport("watermodels");
6064 if (r_waterstate.numwaterplanes)
6066 R_Water_ProcessPlanes();
6067 if (r_timereport_active)
6068 R_TimeReport("waterscenes");
6072 extern void R_DrawLightningBeams (void);
6073 extern void VM_CL_AddPolygonsToMeshQueue (void);
6074 extern void R_DrawPortals (void);
6075 extern cvar_t cl_locs_show;
6076 static void R_DrawLocs(void);
6077 static void R_DrawEntityBBoxes(void);
6078 static void R_DrawModelDecals(void);
6079 extern cvar_t cl_decals_newsystem;
6080 extern qboolean r_shadow_usingdeferredprepass;
6081 void R_RenderScene(void)
6083 r_refdef.stats.renders++;
6087 // don't let sound skip if going slow
6088 if (r_refdef.scene.extraupdate)
6091 R_MeshQueue_BeginScene();
6095 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);
6097 if (cl.csqc_vidvars.drawworld)
6099 // don't let sound skip if going slow
6100 if (r_refdef.scene.extraupdate)
6103 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6105 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6106 if (r_timereport_active)
6107 R_TimeReport("worldsky");
6110 if (R_DrawBrushModelsSky() && r_timereport_active)
6111 R_TimeReport("bmodelsky");
6113 if (skyrendermasked && skyrenderlater)
6115 // we have to force off the water clipping plane while rendering sky
6119 if (r_timereport_active)
6120 R_TimeReport("sky");
6124 R_AnimCache_CacheVisibleEntities();
6125 if (r_timereport_active)
6126 R_TimeReport("animation");
6128 R_Shadow_PrepareLights();
6129 if (r_timereport_active)
6130 R_TimeReport("preparelights");
6132 if (r_shadow_usingdeferredprepass)
6133 R_Shadow_DrawPrepass();
6135 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6137 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6138 if (r_timereport_active)
6139 R_TimeReport("worlddepth");
6141 if (r_depthfirst.integer >= 2)
6143 R_DrawModelsDepth();
6144 if (r_timereport_active)
6145 R_TimeReport("modeldepth");
6148 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6150 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6151 if (r_timereport_active)
6152 R_TimeReport("world");
6155 // don't let sound skip if going slow
6156 if (r_refdef.scene.extraupdate)
6160 if (r_timereport_active)
6161 R_TimeReport("models");
6163 // don't let sound skip if going slow
6164 if (r_refdef.scene.extraupdate)
6167 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6169 R_DrawModelShadows();
6170 R_ResetViewRendering3D();
6171 // don't let sound skip if going slow
6172 if (r_refdef.scene.extraupdate)
6176 if (!r_shadow_usingdeferredprepass)
6178 R_Shadow_DrawLights();
6179 if (r_timereport_active)
6180 R_TimeReport("rtlights");
6183 // don't let sound skip if going slow
6184 if (r_refdef.scene.extraupdate)
6187 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6189 R_DrawModelShadows();
6190 R_ResetViewRendering3D();
6191 // don't let sound skip if going slow
6192 if (r_refdef.scene.extraupdate)
6196 if (cl.csqc_vidvars.drawworld)
6198 if (cl_decals_newsystem.integer)
6200 R_DrawModelDecals();
6201 if (r_timereport_active)
6202 R_TimeReport("modeldecals");
6207 if (r_timereport_active)
6208 R_TimeReport("decals");
6212 if (r_timereport_active)
6213 R_TimeReport("particles");
6216 if (r_timereport_active)
6217 R_TimeReport("explosions");
6219 R_DrawLightningBeams();
6220 if (r_timereport_active)
6221 R_TimeReport("lightning");
6224 VM_CL_AddPolygonsToMeshQueue();
6226 if (r_refdef.view.showdebug)
6228 if (cl_locs_show.integer)
6231 if (r_timereport_active)
6232 R_TimeReport("showlocs");
6235 if (r_drawportals.integer)
6238 if (r_timereport_active)
6239 R_TimeReport("portals");
6242 if (r_showbboxes.value > 0)
6244 R_DrawEntityBBoxes();
6245 if (r_timereport_active)
6246 R_TimeReport("bboxes");
6250 R_MeshQueue_RenderTransparent();
6251 if (r_timereport_active)
6252 R_TimeReport("drawtrans");
6254 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))
6256 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6257 if (r_timereport_active)
6258 R_TimeReport("worlddebug");
6259 R_DrawModelsDebug();
6260 if (r_timereport_active)
6261 R_TimeReport("modeldebug");
6264 if (cl.csqc_vidvars.drawworld)
6266 R_Shadow_DrawCoronas();
6267 if (r_timereport_active)
6268 R_TimeReport("coronas");
6271 // don't let sound skip if going slow
6272 if (r_refdef.scene.extraupdate)
6275 R_ResetViewRendering2D();
6278 static const unsigned short bboxelements[36] =
6288 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6291 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
6293 RSurf_ActiveWorldEntity();
6295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6296 GL_DepthMask(false);
6297 GL_DepthRange(0, 1);
6298 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6299 R_Mesh_ResetTextureState();
6301 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
6302 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
6303 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
6304 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
6305 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
6306 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
6307 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
6308 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
6309 R_FillColors(color4f, 8, cr, cg, cb, ca);
6310 if (r_refdef.fogenabled)
6312 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
6314 f1 = RSurf_FogVertex(v);
6316 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6317 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6318 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6321 R_Mesh_VertexPointer(vertex3f, 0, 0);
6322 R_Mesh_ColorPointer(color4f, 0, 0);
6323 R_Mesh_ResetTextureState();
6324 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6325 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
6328 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6332 prvm_edict_t *edict;
6333 prvm_prog_t *prog_save = prog;
6335 // this function draws bounding boxes of server entities
6339 GL_CullFace(GL_NONE);
6340 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6344 for (i = 0;i < numsurfaces;i++)
6346 edict = PRVM_EDICT_NUM(surfacelist[i]);
6347 switch ((int)edict->fields.server->solid)
6349 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6350 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6351 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6352 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6353 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6354 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6356 color[3] *= r_showbboxes.value;
6357 color[3] = bound(0, color[3], 1);
6358 GL_DepthTest(!r_showdisabledepthtest.integer);
6359 GL_CullFace(r_refdef.view.cullface_front);
6360 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6366 static void R_DrawEntityBBoxes(void)
6369 prvm_edict_t *edict;
6371 prvm_prog_t *prog_save = prog;
6373 // this function draws bounding boxes of server entities
6379 for (i = 0;i < prog->num_edicts;i++)
6381 edict = PRVM_EDICT_NUM(i);
6382 if (edict->priv.server->free)
6384 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6385 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
6387 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
6389 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6390 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
6396 static const int nomodelelement3i[24] =
6408 static const unsigned short nomodelelement3s[24] =
6420 static const float nomodelvertex3f[6*3] =
6430 static const float nomodelcolor4f[6*4] =
6432 0.0f, 0.0f, 0.5f, 1.0f,
6433 0.0f, 0.0f, 0.5f, 1.0f,
6434 0.0f, 0.5f, 0.0f, 1.0f,
6435 0.0f, 0.5f, 0.0f, 1.0f,
6436 0.5f, 0.0f, 0.0f, 1.0f,
6437 0.5f, 0.0f, 0.0f, 1.0f
6440 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6446 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);
6448 // this is only called once per entity so numsurfaces is always 1, and
6449 // surfacelist is always {0}, so this code does not handle batches
6451 if (rsurface.ent_flags & RENDER_ADDITIVE)
6453 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6454 GL_DepthMask(false);
6456 else if (rsurface.colormod[3] < 1)
6458 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6459 GL_DepthMask(false);
6463 GL_BlendFunc(GL_ONE, GL_ZERO);
6466 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6467 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6468 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6469 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6470 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6471 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6472 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6473 R_Mesh_ColorPointer(color4f, 0, 0);
6474 for (i = 0, c = color4f;i < 6;i++, c += 4)
6476 c[0] *= rsurface.colormod[0];
6477 c[1] *= rsurface.colormod[1];
6478 c[2] *= rsurface.colormod[2];
6479 c[3] *= rsurface.colormod[3];
6481 if (r_refdef.fogenabled)
6483 for (i = 0, c = color4f;i < 6;i++, c += 4)
6485 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
6487 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6488 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6489 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6492 R_Mesh_ResetTextureState();
6493 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
6496 void R_DrawNoModel(entity_render_t *ent)
6499 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6500 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6501 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6503 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6506 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
6508 vec3_t right1, right2, diff, normal;
6510 VectorSubtract (org2, org1, normal);
6512 // calculate 'right' vector for start
6513 VectorSubtract (r_refdef.view.origin, org1, diff);
6514 CrossProduct (normal, diff, right1);
6515 VectorNormalize (right1);
6517 // calculate 'right' vector for end
6518 VectorSubtract (r_refdef.view.origin, org2, diff);
6519 CrossProduct (normal, diff, right2);
6520 VectorNormalize (right2);
6522 vert[ 0] = org1[0] + width * right1[0];
6523 vert[ 1] = org1[1] + width * right1[1];
6524 vert[ 2] = org1[2] + width * right1[2];
6525 vert[ 3] = org1[0] - width * right1[0];
6526 vert[ 4] = org1[1] - width * right1[1];
6527 vert[ 5] = org1[2] - width * right1[2];
6528 vert[ 6] = org2[0] - width * right2[0];
6529 vert[ 7] = org2[1] - width * right2[1];
6530 vert[ 8] = org2[2] - width * right2[2];
6531 vert[ 9] = org2[0] + width * right2[0];
6532 vert[10] = org2[1] + width * right2[1];
6533 vert[11] = org2[2] + width * right2[2];
6536 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)
6538 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6539 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6540 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6541 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6542 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6543 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6544 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6545 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6546 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6547 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6548 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6549 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6552 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6557 VectorSet(v, x, y, z);
6558 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6559 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6561 if (i == mesh->numvertices)
6563 if (mesh->numvertices < mesh->maxvertices)
6565 VectorCopy(v, vertex3f);
6566 mesh->numvertices++;
6568 return mesh->numvertices;
6574 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6578 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6579 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6580 e = mesh->element3i + mesh->numtriangles * 3;
6581 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6583 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6584 if (mesh->numtriangles < mesh->maxtriangles)
6589 mesh->numtriangles++;
6591 element[1] = element[2];
6595 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6599 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6600 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6601 e = mesh->element3i + mesh->numtriangles * 3;
6602 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6604 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6605 if (mesh->numtriangles < mesh->maxtriangles)
6610 mesh->numtriangles++;
6612 element[1] = element[2];
6616 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6617 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6619 int planenum, planenum2;
6622 mplane_t *plane, *plane2;
6624 double temppoints[2][256*3];
6625 // figure out how large a bounding box we need to properly compute this brush
6627 for (w = 0;w < numplanes;w++)
6628 maxdist = max(maxdist, fabs(planes[w].dist));
6629 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6630 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6631 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6635 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6636 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6638 if (planenum2 == planenum)
6640 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);
6643 if (tempnumpoints < 3)
6645 // generate elements forming a triangle fan for this polygon
6646 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6650 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)
6652 texturelayer_t *layer;
6653 layer = t->currentlayers + t->currentnumlayers++;
6655 layer->depthmask = depthmask;
6656 layer->blendfunc1 = blendfunc1;
6657 layer->blendfunc2 = blendfunc2;
6658 layer->texture = texture;
6659 layer->texmatrix = *matrix;
6660 layer->color[0] = r;
6661 layer->color[1] = g;
6662 layer->color[2] = b;
6663 layer->color[3] = a;
6666 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6669 index = parms[2] + r_refdef.scene.time * parms[3];
6670 index -= floor(index);
6674 case Q3WAVEFUNC_NONE:
6675 case Q3WAVEFUNC_NOISE:
6676 case Q3WAVEFUNC_COUNT:
6679 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6680 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6681 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6682 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6683 case Q3WAVEFUNC_TRIANGLE:
6685 f = index - floor(index);
6696 return (float)(parms[0] + parms[1] * f);
6699 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6704 matrix4x4_t matrix, temp;
6705 switch(tcmod->tcmod)
6709 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6710 matrix = r_waterscrollmatrix;
6712 matrix = identitymatrix;
6714 case Q3TCMOD_ENTITYTRANSLATE:
6715 // this is used in Q3 to allow the gamecode to control texcoord
6716 // scrolling on the entity, which is not supported in darkplaces yet.
6717 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6719 case Q3TCMOD_ROTATE:
6720 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6721 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
6722 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6725 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6727 case Q3TCMOD_SCROLL:
6728 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
6730 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6731 w = (int) tcmod->parms[0];
6732 h = (int) tcmod->parms[1];
6733 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
6735 idx = (int) floor(f * w * h);
6736 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6738 case Q3TCMOD_STRETCH:
6739 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6740 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6742 case Q3TCMOD_TRANSFORM:
6743 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6744 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6745 VectorSet(tcmat + 6, 0 , 0 , 1);
6746 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6747 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6749 case Q3TCMOD_TURBULENT:
6750 // this is handled in the RSurf_PrepareVertices function
6751 matrix = identitymatrix;
6755 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6758 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6760 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
6761 char name[MAX_QPATH];
6762 skinframe_t *skinframe;
6763 unsigned char pixels[296*194];
6764 strlcpy(cache->name, skinname, sizeof(cache->name));
6765 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6766 if (developer_loading.integer)
6767 Con_Printf("loading %s\n", name);
6768 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6769 if (!skinframe || !skinframe->base)
6772 fs_offset_t filesize;
6774 f = FS_LoadFile(name, tempmempool, true, &filesize);
6777 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
6778 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6782 cache->skinframe = skinframe;
6785 texture_t *R_GetCurrentTexture(texture_t *t)
6788 const entity_render_t *ent = rsurface.entity;
6789 dp_model_t *model = ent->model;
6790 q3shaderinfo_layer_tcmod_t *tcmod;
6792 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
6793 return t->currentframe;
6794 t->update_lastrenderframe = r_frame;
6795 t->update_lastrenderentity = (void *)ent;
6797 // switch to an alternate material if this is a q1bsp animated material
6799 texture_t *texture = t;
6800 int s = rsurface.ent_skinnum;
6801 if ((unsigned int)s >= (unsigned int)model->numskins)
6803 if (model->skinscenes)
6805 if (model->skinscenes[s].framecount > 1)
6806 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6808 s = model->skinscenes[s].firstframe;
6811 t = t + s * model->num_surfaces;
6814 // use an alternate animation if the entity's frame is not 0,
6815 // and only if the texture has an alternate animation
6816 if (rsurface.ent_alttextures && t->anim_total[1])
6817 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
6819 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
6821 texture->currentframe = t;
6824 // update currentskinframe to be a qw skin or animation frame
6825 if (rsurface.ent_qwskin >= 0)
6827 i = rsurface.ent_qwskin;
6828 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6830 r_qwskincache_size = cl.maxclients;
6832 Mem_Free(r_qwskincache);
6833 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6835 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6836 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6837 t->currentskinframe = r_qwskincache[i].skinframe;
6838 if (t->currentskinframe == NULL)
6839 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
6841 else if (t->numskinframes >= 2)
6842 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
6843 if (t->backgroundnumskinframes >= 2)
6844 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
6846 t->currentmaterialflags = t->basematerialflags;
6847 t->currentalpha = rsurface.colormod[3];
6848 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
6849 t->currentalpha *= r_wateralpha.value;
6850 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
6851 t->currentalpha *= t->r_water_wateralpha;
6852 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
6853 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
6854 if (!(rsurface.ent_flags & RENDER_LIGHT))
6855 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
6856 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6858 // pick a model lighting mode
6859 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
6860 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
6862 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6864 if (rsurface.ent_flags & RENDER_ADDITIVE)
6865 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6866 else if (t->currentalpha < 1)
6867 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6868 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6869 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6870 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6871 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6872 if (t->backgroundnumskinframes)
6873 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6874 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6876 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
6877 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6880 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
6881 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6882 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6884 // there is no tcmod
6885 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6887 t->currenttexmatrix = r_waterscrollmatrix;
6888 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6890 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6892 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6893 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6896 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6897 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6898 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6899 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6901 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
6902 if (t->currentskinframe->qpixels)
6903 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6904 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6905 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6906 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6907 t->nmaptexture = t->currentskinframe->nmap;
6908 t->glosstexture = r_texture_black;
6909 t->glowtexture = t->currentskinframe->glow;
6910 t->fogtexture = t->currentskinframe->fog;
6911 if (t->backgroundnumskinframes)
6913 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6914 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6915 t->backgroundglosstexture = r_texture_black;
6916 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6920 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
6921 t->backgroundnmaptexture = r_texture_blanknormalmap;
6922 t->backgroundglosstexture = r_texture_black;
6923 t->backgroundglowtexture = NULL;
6925 t->specularpower = r_shadow_glossexponent.value;
6926 // TODO: store reference values for these in the texture?
6927 t->specularscale = 0;
6928 if (r_shadow_gloss.integer > 0)
6930 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6932 if (r_shadow_glossintensity.value > 0)
6934 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6935 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6936 t->specularscale = r_shadow_glossintensity.value;
6939 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6941 t->glosstexture = r_texture_white;
6942 t->backgroundglosstexture = r_texture_white;
6943 t->specularscale = r_shadow_gloss2intensity.value;
6944 t->specularpower = r_shadow_gloss2exponent.value;
6947 t->specularscale *= t->specularscalemod;
6948 t->specularpower *= t->specularpowermod;
6950 // lightmaps mode looks bad with dlights using actual texturing, so turn
6951 // off the colormap and glossmap, but leave the normalmap on as it still
6952 // accurately represents the shading involved
6953 if (gl_lightmaps.integer)
6955 t->basetexture = r_texture_grey128;
6956 t->pantstexture = r_texture_black;
6957 t->shirttexture = r_texture_black;
6958 t->nmaptexture = r_texture_blanknormalmap;
6959 t->glosstexture = r_texture_black;
6960 t->glowtexture = NULL;
6961 t->fogtexture = NULL;
6962 t->backgroundbasetexture = NULL;
6963 t->backgroundnmaptexture = r_texture_blanknormalmap;
6964 t->backgroundglosstexture = r_texture_black;
6965 t->backgroundglowtexture = NULL;
6966 t->specularscale = 0;
6967 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6970 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
6971 VectorClear(t->dlightcolor);
6972 t->currentnumlayers = 0;
6973 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6975 int blendfunc1, blendfunc2;
6977 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6979 blendfunc1 = GL_SRC_ALPHA;
6980 blendfunc2 = GL_ONE;
6982 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6984 blendfunc1 = GL_SRC_ALPHA;
6985 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6987 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6989 blendfunc1 = t->customblendfunc[0];
6990 blendfunc2 = t->customblendfunc[1];
6994 blendfunc1 = GL_ONE;
6995 blendfunc2 = GL_ZERO;
6997 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6998 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7000 // fullbright is not affected by r_refdef.lightmapintensity
7001 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]);
7002 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7003 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]);
7004 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7005 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]);
7009 vec3_t ambientcolor;
7011 // set the color tint used for lights affecting this surface
7012 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7014 // q3bsp has no lightmap updates, so the lightstylevalue that
7015 // would normally be baked into the lightmap must be
7016 // applied to the color
7017 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7018 if (model->type == mod_brushq3)
7019 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7020 colorscale *= r_refdef.lightmapintensity;
7021 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7022 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7023 // basic lit geometry
7024 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]);
7025 // add pants/shirt if needed
7026 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7027 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]);
7028 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7029 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]);
7030 // now add ambient passes if needed
7031 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7033 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]);
7034 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7035 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]);
7036 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7037 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]);
7040 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7041 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]);
7042 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7044 // if this is opaque use alpha blend which will darken the earlier
7047 // if this is an alpha blended material, all the earlier passes
7048 // were darkened by fog already, so we only need to add the fog
7049 // color ontop through the fog mask texture
7051 // if this is an additive blended material, all the earlier passes
7052 // were darkened by fog already, and we should not add fog color
7053 // (because the background was not darkened, there is no fog color
7054 // that was lost behind it).
7055 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]);
7059 return t->currentframe;
7062 rsurfacestate_t rsurface;
7064 void R_Mesh_ResizeArrays(int newvertices)
7067 if (rsurface.array_size >= newvertices)
7069 if (rsurface.array_modelvertex3f)
7070 Mem_Free(rsurface.array_modelvertex3f);
7071 rsurface.array_size = (newvertices + 1023) & ~1023;
7072 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
7073 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
7074 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
7075 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
7076 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
7077 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
7078 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
7079 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
7080 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
7081 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
7082 rsurface.array_color4f = base + rsurface.array_size * 27;
7083 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
7086 void RSurf_ActiveWorldEntity(void)
7088 dp_model_t *model = r_refdef.scene.worldmodel;
7089 //if (rsurface.entity == r_refdef.scene.worldentity)
7091 rsurface.entity = r_refdef.scene.worldentity;
7092 rsurface.skeleton = NULL;
7093 rsurface.ent_skinnum = 0;
7094 rsurface.ent_qwskin = -1;
7095 rsurface.ent_shadertime = 0;
7096 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7097 if (rsurface.array_size < model->surfmesh.num_vertices)
7098 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
7099 rsurface.matrix = identitymatrix;
7100 rsurface.inversematrix = identitymatrix;
7101 rsurface.matrixscale = 1;
7102 rsurface.inversematrixscale = 1;
7103 R_EntityMatrix(&identitymatrix);
7104 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7105 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7106 rsurface.fograngerecip = r_refdef.fograngerecip;
7107 rsurface.fogheightfade = r_refdef.fogheightfade;
7108 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7109 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7110 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7111 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7112 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7113 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7114 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7115 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7116 rsurface.colormod[3] = 1;
7117 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);
7118 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7119 rsurface.frameblend[0].lerp = 1;
7120 rsurface.ent_alttextures = false;
7121 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7122 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7123 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7124 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
7125 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7126 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7127 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
7128 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7129 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7130 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
7131 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7132 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7133 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
7134 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7135 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7136 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
7137 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7138 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7139 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
7140 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7141 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7142 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
7143 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7144 rsurface.modelelement3i = model->surfmesh.data_element3i;
7145 rsurface.modelelement3s = model->surfmesh.data_element3s;
7146 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
7147 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
7148 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7149 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
7150 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
7151 rsurface.modelsurfaces = model->data_surfaces;
7152 rsurface.generatedvertex = false;
7153 rsurface.vertex3f = rsurface.modelvertex3f;
7154 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
7155 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7156 rsurface.svector3f = rsurface.modelsvector3f;
7157 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
7158 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7159 rsurface.tvector3f = rsurface.modeltvector3f;
7160 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
7161 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7162 rsurface.normal3f = rsurface.modelnormal3f;
7163 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
7164 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7165 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
7168 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7170 dp_model_t *model = ent->model;
7171 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7173 rsurface.entity = (entity_render_t *)ent;
7174 rsurface.skeleton = ent->skeleton;
7175 rsurface.ent_skinnum = ent->skinnum;
7176 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;
7177 rsurface.ent_shadertime = ent->shadertime;
7178 rsurface.ent_flags = ent->flags;
7179 if (rsurface.array_size < model->surfmesh.num_vertices)
7180 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
7181 rsurface.matrix = ent->matrix;
7182 rsurface.inversematrix = ent->inversematrix;
7183 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7184 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7185 R_EntityMatrix(&rsurface.matrix);
7186 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7187 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7188 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7189 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7190 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7191 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7192 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
7193 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
7194 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
7195 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
7196 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
7197 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
7198 rsurface.colormod[3] = ent->alpha;
7199 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
7200 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7201 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7202 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7203 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7204 if (ent->model->brush.submodel && !prepass)
7206 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7207 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7209 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
7211 if (ent->animcache_vertex3f && !r_framedata_failed)
7213 rsurface.modelvertex3f = ent->animcache_vertex3f;
7214 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7215 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7216 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7218 else if (wanttangents)
7220 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
7221 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
7222 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
7223 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
7224 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
7226 else if (wantnormals)
7228 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
7229 rsurface.modelsvector3f = NULL;
7230 rsurface.modeltvector3f = NULL;
7231 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
7232 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
7236 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
7237 rsurface.modelsvector3f = NULL;
7238 rsurface.modeltvector3f = NULL;
7239 rsurface.modelnormal3f = NULL;
7240 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
7242 rsurface.modelvertex3f_bufferobject = 0;
7243 rsurface.modelvertex3f_bufferoffset = 0;
7244 rsurface.modelsvector3f_bufferobject = 0;
7245 rsurface.modelsvector3f_bufferoffset = 0;
7246 rsurface.modeltvector3f_bufferobject = 0;
7247 rsurface.modeltvector3f_bufferoffset = 0;
7248 rsurface.modelnormal3f_bufferobject = 0;
7249 rsurface.modelnormal3f_bufferoffset = 0;
7250 rsurface.generatedvertex = true;
7254 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7255 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
7256 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7257 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7258 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
7259 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7260 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7261 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
7262 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7263 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7264 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
7265 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7266 rsurface.generatedvertex = false;
7268 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7269 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
7270 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7271 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7272 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
7273 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7274 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7275 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
7276 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7277 rsurface.modelelement3i = model->surfmesh.data_element3i;
7278 rsurface.modelelement3s = model->surfmesh.data_element3s;
7279 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
7280 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
7281 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7282 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
7283 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
7284 rsurface.modelsurfaces = model->data_surfaces;
7285 rsurface.vertex3f = rsurface.modelvertex3f;
7286 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
7287 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7288 rsurface.svector3f = rsurface.modelsvector3f;
7289 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
7290 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7291 rsurface.tvector3f = rsurface.modeltvector3f;
7292 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
7293 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7294 rsurface.normal3f = rsurface.modelnormal3f;
7295 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
7296 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7297 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
7300 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)
7302 rsurface.entity = r_refdef.scene.worldentity;
7303 rsurface.skeleton = NULL;
7304 rsurface.ent_skinnum = 0;
7305 rsurface.ent_qwskin = -1;
7306 rsurface.ent_shadertime = shadertime;
7307 rsurface.ent_flags = entflags;
7308 rsurface.modelnum_vertices = numvertices;
7309 rsurface.modelnum_triangles = numtriangles;
7310 if (rsurface.array_size < rsurface.modelnum_vertices)
7311 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
7312 rsurface.matrix = *matrix;
7313 rsurface.inversematrix = *inversematrix;
7314 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7315 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7316 R_EntityMatrix(&rsurface.matrix);
7317 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7318 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7319 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7320 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7321 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7322 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7323 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7324 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7325 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7326 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7327 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7328 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
7329 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);
7330 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7331 rsurface.frameblend[0].lerp = 1;
7332 rsurface.ent_alttextures = false;
7333 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7334 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7337 rsurface.modelvertex3f = vertex3f;
7338 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
7339 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
7340 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
7342 else if (wantnormals)
7344 rsurface.modelvertex3f = vertex3f;
7345 rsurface.modelsvector3f = NULL;
7346 rsurface.modeltvector3f = NULL;
7347 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
7351 rsurface.modelvertex3f = vertex3f;
7352 rsurface.modelsvector3f = NULL;
7353 rsurface.modeltvector3f = NULL;
7354 rsurface.modelnormal3f = NULL;
7356 rsurface.modelvertex3f_bufferobject = 0;
7357 rsurface.modelvertex3f_bufferoffset = 0;
7358 rsurface.modelsvector3f_bufferobject = 0;
7359 rsurface.modelsvector3f_bufferoffset = 0;
7360 rsurface.modeltvector3f_bufferobject = 0;
7361 rsurface.modeltvector3f_bufferoffset = 0;
7362 rsurface.modelnormal3f_bufferobject = 0;
7363 rsurface.modelnormal3f_bufferoffset = 0;
7364 rsurface.generatedvertex = true;
7365 rsurface.modellightmapcolor4f = color4f;
7366 rsurface.modellightmapcolor4f_bufferobject = 0;
7367 rsurface.modellightmapcolor4f_bufferoffset = 0;
7368 rsurface.modeltexcoordtexture2f = texcoord2f;
7369 rsurface.modeltexcoordtexture2f_bufferobject = 0;
7370 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7371 rsurface.modeltexcoordlightmap2f = NULL;
7372 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
7373 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7374 rsurface.modelelement3i = element3i;
7375 rsurface.modelelement3s = element3s;
7376 rsurface.modelelement3i_bufferobject = 0;
7377 rsurface.modelelement3s_bufferobject = 0;
7378 rsurface.modellightmapoffsets = NULL;
7379 rsurface.modelsurfaces = NULL;
7380 rsurface.vertex3f = rsurface.modelvertex3f;
7381 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
7382 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7383 rsurface.svector3f = rsurface.modelsvector3f;
7384 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
7385 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7386 rsurface.tvector3f = rsurface.modeltvector3f;
7387 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
7388 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7389 rsurface.normal3f = rsurface.modelnormal3f;
7390 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
7391 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7392 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
7394 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
7396 if ((wantnormals || wanttangents) && !normal3f)
7397 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7398 if (wanttangents && !svector3f)
7399 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7403 float RSurf_FogPoint(const float *v)
7405 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7406 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7407 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7408 float FogHeightFade = r_refdef.fogheightfade;
7410 unsigned int fogmasktableindex;
7411 if (r_refdef.fogplaneviewabove)
7412 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7414 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7415 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7416 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7419 float RSurf_FogVertex(const float *v)
7421 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7422 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7423 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7424 float FogHeightFade = rsurface.fogheightfade;
7426 unsigned int fogmasktableindex;
7427 if (r_refdef.fogplaneviewabove)
7428 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7430 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7431 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7432 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7435 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7436 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7439 int texturesurfaceindex;
7444 const float *v1, *in_tc;
7446 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7448 q3shaderinfo_deform_t *deform;
7449 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
7450 if (rsurface.generatedvertex)
7452 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
7453 generatenormals = true;
7454 for (i = 0;i < Q3MAXDEFORMS;i++)
7456 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
7458 generatetangents = true;
7459 generatenormals = true;
7461 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
7462 generatenormals = true;
7464 if (generatenormals && !rsurface.modelnormal3f)
7466 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
7467 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
7468 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
7469 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7471 if (generatetangents && !rsurface.modelsvector3f)
7473 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
7474 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
7475 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
7476 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
7477 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
7478 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
7479 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7482 rsurface.vertex3f = rsurface.modelvertex3f;
7483 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
7484 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7485 rsurface.svector3f = rsurface.modelsvector3f;
7486 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
7487 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7488 rsurface.tvector3f = rsurface.modeltvector3f;
7489 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
7490 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7491 rsurface.normal3f = rsurface.modelnormal3f;
7492 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
7493 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7494 // if vertices are deformed (sprite flares and things in maps, possibly
7495 // water waves, bulges and other deformations), generate them into
7496 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
7497 // (may be static model data or generated data for an animated model, or
7498 // the previous deform pass)
7499 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
7501 switch (deform->deform)
7504 case Q3DEFORM_PROJECTIONSHADOW:
7505 case Q3DEFORM_TEXT0:
7506 case Q3DEFORM_TEXT1:
7507 case Q3DEFORM_TEXT2:
7508 case Q3DEFORM_TEXT3:
7509 case Q3DEFORM_TEXT4:
7510 case Q3DEFORM_TEXT5:
7511 case Q3DEFORM_TEXT6:
7512 case Q3DEFORM_TEXT7:
7515 case Q3DEFORM_AUTOSPRITE:
7516 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
7517 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
7518 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
7519 VectorNormalize(newforward);
7520 VectorNormalize(newright);
7521 VectorNormalize(newup);
7522 // make deformed versions of only the model vertices used by the specified surfaces
7523 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7525 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7526 // a single autosprite surface can contain multiple sprites...
7527 for (j = 0;j < surface->num_vertices - 3;j += 4)
7529 VectorClear(center);
7530 for (i = 0;i < 4;i++)
7531 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
7532 VectorScale(center, 0.25f, center);
7533 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
7534 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
7535 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
7536 for (i = 0;i < 4;i++)
7538 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
7539 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
7542 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
7543 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
7545 rsurface.vertex3f = rsurface.array_deformedvertex3f;
7546 rsurface.vertex3f_bufferobject = 0;
7547 rsurface.vertex3f_bufferoffset = 0;
7548 rsurface.svector3f = rsurface.array_deformedsvector3f;
7549 rsurface.svector3f_bufferobject = 0;
7550 rsurface.svector3f_bufferoffset = 0;
7551 rsurface.tvector3f = rsurface.array_deformedtvector3f;
7552 rsurface.tvector3f_bufferobject = 0;
7553 rsurface.tvector3f_bufferoffset = 0;
7554 rsurface.normal3f = rsurface.array_deformednormal3f;
7555 rsurface.normal3f_bufferobject = 0;
7556 rsurface.normal3f_bufferoffset = 0;
7558 case Q3DEFORM_AUTOSPRITE2:
7559 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
7560 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
7561 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
7562 VectorNormalize(newforward);
7563 VectorNormalize(newright);
7564 VectorNormalize(newup);
7565 // make deformed versions of only the model vertices used by the specified surfaces
7566 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7568 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7569 const float *v1, *v2;
7579 memset(shortest, 0, sizeof(shortest));
7580 // a single autosprite surface can contain multiple sprites...
7581 for (j = 0;j < surface->num_vertices - 3;j += 4)
7583 VectorClear(center);
7584 for (i = 0;i < 4;i++)
7585 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
7586 VectorScale(center, 0.25f, center);
7587 // find the two shortest edges, then use them to define the
7588 // axis vectors for rotating around the central axis
7589 for (i = 0;i < 6;i++)
7591 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
7592 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
7594 Debug_PolygonBegin(NULL, 0);
7595 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
7596 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
7597 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
7600 l = VectorDistance2(v1, v2);
7601 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
7603 l += (1.0f / 1024.0f);
7604 if (shortest[0].length2 > l || i == 0)
7606 shortest[1] = shortest[0];
7607 shortest[0].length2 = l;
7608 shortest[0].v1 = v1;
7609 shortest[0].v2 = v2;
7611 else if (shortest[1].length2 > l || i == 1)
7613 shortest[1].length2 = l;
7614 shortest[1].v1 = v1;
7615 shortest[1].v2 = v2;
7618 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
7619 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
7621 Debug_PolygonBegin(NULL, 0);
7622 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
7623 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
7624 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
7627 // this calculates the right vector from the shortest edge
7628 // and the up vector from the edge midpoints
7629 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
7630 VectorNormalize(right);
7631 VectorSubtract(end, start, up);
7632 VectorNormalize(up);
7633 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
7634 VectorSubtract(rsurface.localvieworigin, center, forward);
7635 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
7636 VectorNegate(forward, forward);
7637 VectorReflect(forward, 0, up, forward);
7638 VectorNormalize(forward);
7639 CrossProduct(up, forward, newright);
7640 VectorNormalize(newright);
7642 Debug_PolygonBegin(NULL, 0);
7643 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
7644 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
7645 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
7649 Debug_PolygonBegin(NULL, 0);
7650 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
7651 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
7652 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
7655 // rotate the quad around the up axis vector, this is made
7656 // especially easy by the fact we know the quad is flat,
7657 // so we only have to subtract the center position and
7658 // measure distance along the right vector, and then
7659 // multiply that by the newright vector and add back the
7661 // we also need to subtract the old position to undo the
7662 // displacement from the center, which we do with a
7663 // DotProduct, the subtraction/addition of center is also
7664 // optimized into DotProducts here
7665 l = DotProduct(right, center);
7666 for (i = 0;i < 4;i++)
7668 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
7669 f = DotProduct(right, v1) - l;
7670 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
7673 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
7674 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
7676 rsurface.vertex3f = rsurface.array_deformedvertex3f;
7677 rsurface.vertex3f_bufferobject = 0;
7678 rsurface.vertex3f_bufferoffset = 0;
7679 rsurface.svector3f = rsurface.array_deformedsvector3f;
7680 rsurface.svector3f_bufferobject = 0;
7681 rsurface.svector3f_bufferoffset = 0;
7682 rsurface.tvector3f = rsurface.array_deformedtvector3f;
7683 rsurface.tvector3f_bufferobject = 0;
7684 rsurface.tvector3f_bufferoffset = 0;
7685 rsurface.normal3f = rsurface.array_deformednormal3f;
7686 rsurface.normal3f_bufferobject = 0;
7687 rsurface.normal3f_bufferoffset = 0;
7689 case Q3DEFORM_NORMAL:
7690 // deform the normals to make reflections wavey
7691 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7693 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7694 for (j = 0;j < surface->num_vertices;j++)
7697 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
7698 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
7699 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
7700 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
7701 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
7702 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
7703 VectorNormalize(normal);
7705 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
7707 rsurface.svector3f = rsurface.array_deformedsvector3f;
7708 rsurface.svector3f_bufferobject = 0;
7709 rsurface.svector3f_bufferoffset = 0;
7710 rsurface.tvector3f = rsurface.array_deformedtvector3f;
7711 rsurface.tvector3f_bufferobject = 0;
7712 rsurface.tvector3f_bufferoffset = 0;
7713 rsurface.normal3f = rsurface.array_deformednormal3f;
7714 rsurface.normal3f_bufferobject = 0;
7715 rsurface.normal3f_bufferoffset = 0;
7718 // deform vertex array to make wavey water and flags and such
7719 waveparms[0] = deform->waveparms[0];
7720 waveparms[1] = deform->waveparms[1];
7721 waveparms[2] = deform->waveparms[2];
7722 waveparms[3] = deform->waveparms[3];
7723 // this is how a divisor of vertex influence on deformation
7724 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
7725 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
7726 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7728 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7729 for (j = 0;j < surface->num_vertices;j++)
7731 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
7732 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
7733 // if the wavefunc depends on time, evaluate it per-vertex
7736 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
7737 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
7739 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
7742 rsurface.vertex3f = rsurface.array_deformedvertex3f;
7743 rsurface.vertex3f_bufferobject = 0;
7744 rsurface.vertex3f_bufferoffset = 0;
7746 case Q3DEFORM_BULGE:
7747 // deform vertex array to make the surface have moving bulges
7748 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7750 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7751 for (j = 0;j < surface->num_vertices;j++)
7753 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
7754 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
7757 rsurface.vertex3f = rsurface.array_deformedvertex3f;
7758 rsurface.vertex3f_bufferobject = 0;
7759 rsurface.vertex3f_bufferoffset = 0;
7762 // deform vertex array
7763 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
7764 VectorScale(deform->parms, scale, waveparms);
7765 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7767 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7768 for (j = 0;j < surface->num_vertices;j++)
7769 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
7771 rsurface.vertex3f = rsurface.array_deformedvertex3f;
7772 rsurface.vertex3f_bufferobject = 0;
7773 rsurface.vertex3f_bufferoffset = 0;
7777 // generate texcoords based on the chosen texcoord source
7778 switch(rsurface.texture->tcgen.tcgen)
7781 case Q3TCGEN_TEXTURE:
7782 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
7783 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
7784 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7786 case Q3TCGEN_LIGHTMAP:
7787 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
7788 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
7789 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7791 case Q3TCGEN_VECTOR:
7792 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7794 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7795 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
7797 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
7798 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
7801 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
7802 rsurface.texcoordtexture2f_bufferobject = 0;
7803 rsurface.texcoordtexture2f_bufferoffset = 0;
7805 case Q3TCGEN_ENVIRONMENT:
7806 // make environment reflections using a spheremap
7807 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7809 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7810 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
7811 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
7812 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
7813 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
7815 // identical to Q3A's method, but executed in worldspace so
7816 // carried models can be shiny too
7818 float viewer[3], d, reflected[3], worldreflected[3];
7820 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
7821 // VectorNormalize(viewer);
7823 d = DotProduct(normal, viewer);
7825 reflected[0] = normal[0]*2*d - viewer[0];
7826 reflected[1] = normal[1]*2*d - viewer[1];
7827 reflected[2] = normal[2]*2*d - viewer[2];
7828 // note: this is proportinal to viewer, so we can normalize later
7830 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
7831 VectorNormalize(worldreflected);
7833 // note: this sphere map only uses world x and z!
7834 // so positive and negative y will LOOK THE SAME.
7835 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
7836 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
7839 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
7840 rsurface.texcoordtexture2f_bufferobject = 0;
7841 rsurface.texcoordtexture2f_bufferoffset = 0;
7844 // the only tcmod that needs software vertex processing is turbulent, so
7845 // check for it here and apply the changes if needed
7846 // and we only support that as the first one
7847 // (handling a mixture of turbulent and other tcmods would be problematic
7848 // without punting it entirely to a software path)
7849 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7851 amplitude = rsurface.texture->tcmods[0].parms[1];
7852 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
7853 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7855 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7856 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
7858 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
7859 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
7862 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
7863 rsurface.texcoordtexture2f_bufferobject = 0;
7864 rsurface.texcoordtexture2f_bufferoffset = 0;
7866 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7867 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
7868 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7869 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
7872 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7875 const msurface_t *surface = texturesurfacelist[0];
7876 const msurface_t *surface2;
7881 // TODO: lock all array ranges before render, rather than on each surface
7882 if (texturenumsurfaces == 1)
7884 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7885 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7887 else if (r_batchmode.integer == 2)
7889 #define MAXBATCHTRIANGLES 4096
7890 int batchtriangles = 0;
7891 static int batchelements[MAXBATCHTRIANGLES*3];
7892 for (i = 0;i < texturenumsurfaces;i = j)
7894 surface = texturesurfacelist[i];
7896 if (surface->num_triangles > MAXBATCHTRIANGLES)
7898 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7901 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7902 batchtriangles = surface->num_triangles;
7903 firstvertex = surface->num_firstvertex;
7904 endvertex = surface->num_firstvertex + surface->num_vertices;
7905 for (;j < texturenumsurfaces;j++)
7907 surface2 = texturesurfacelist[j];
7908 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7910 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7911 batchtriangles += surface2->num_triangles;
7912 firstvertex = min(firstvertex, surface2->num_firstvertex);
7913 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7915 surface2 = texturesurfacelist[j-1];
7916 numvertices = endvertex - firstvertex;
7917 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7920 else if (r_batchmode.integer == 1)
7922 for (i = 0;i < texturenumsurfaces;i = j)
7924 surface = texturesurfacelist[i];
7925 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7926 if (texturesurfacelist[j] != surface2)
7928 surface2 = texturesurfacelist[j-1];
7929 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7930 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7931 GL_LockArrays(surface->num_firstvertex, numvertices);
7932 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7937 for (i = 0;i < texturenumsurfaces;i++)
7939 surface = texturesurfacelist[i];
7940 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7941 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7946 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
7948 switch(vid.renderpath)
7950 case RENDERPATH_CGGL:
7952 if (r_cg_permutation->fp_Texture_Lightmap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(surface->lightmaptexture ));
7953 if (r_cg_permutation->fp_Texture_Deluxemap) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Deluxemap, R_GetTexture(surface->deluxemaptexture));
7956 case RENDERPATH_GL20:
7957 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(surface->lightmaptexture ));
7958 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, R_GetTexture(surface->deluxemaptexture));
7960 case RENDERPATH_GL13:
7961 case RENDERPATH_GL11:
7962 R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
7967 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
7969 // pick the closest matching water plane and bind textures
7970 int planeindex, vertexindex;
7974 r_waterstate_waterplane_t *p, *bestp;
7977 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7980 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
7982 Matrix4x4_Transform(&rsurface.matrix, v, vert);
7983 d += fabs(PlaneDiff(vert, &p->plane));
7985 if (bestd > d || !bestp)
7991 switch(vid.renderpath)
7993 case RENDERPATH_CGGL:
7995 if (r_cg_permutation->fp_Texture_Refraction >= 0) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Refraction, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));
7996 if (r_cg_permutation->fp_Texture_Reflection >= 0) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Reflection, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));
7999 case RENDERPATH_GL20:
8000 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));
8001 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));
8003 case RENDERPATH_GL13:
8004 case RENDERPATH_GL11:
8009 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8012 const msurface_t *surface;
8013 if (r_waterstate.renderingscene)
8015 for (i = 0;i < texturenumsurfaces;i++)
8017 surface = texturesurfacelist[i];
8018 RSurf_BindLightmapForSurface(surface);
8019 RSurf_BindReflectionForSurface(surface);
8020 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
8021 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8025 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8029 const msurface_t *surface = texturesurfacelist[0];
8030 const msurface_t *surface2;
8035 if (texturenumsurfaces == 1)
8037 RSurf_BindLightmapForSurface(surface);
8038 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
8039 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8041 else if (r_batchmode.integer == 2)
8043 #define MAXBATCHTRIANGLES 4096
8044 int batchtriangles = 0;
8045 static int batchelements[MAXBATCHTRIANGLES*3];
8046 for (i = 0;i < texturenumsurfaces;i = j)
8048 surface = texturesurfacelist[i];
8049 RSurf_BindLightmapForSurface(surface);
8051 if (surface->num_triangles > MAXBATCHTRIANGLES)
8053 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8056 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
8057 batchtriangles = surface->num_triangles;
8058 firstvertex = surface->num_firstvertex;
8059 endvertex = surface->num_firstvertex + surface->num_vertices;
8060 for (;j < texturenumsurfaces;j++)
8062 surface2 = texturesurfacelist[j];
8063 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
8065 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
8066 batchtriangles += surface2->num_triangles;
8067 firstvertex = min(firstvertex, surface2->num_firstvertex);
8068 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
8070 surface2 = texturesurfacelist[j-1];
8071 numvertices = endvertex - firstvertex;
8072 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
8075 else if (r_batchmode.integer == 1)
8078 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
8079 for (i = 0;i < texturenumsurfaces;i = j)
8081 surface = texturesurfacelist[i];
8082 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
8083 if (texturesurfacelist[j] != surface2)
8085 Con_Printf(" %i", j - i);
8088 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
8090 for (i = 0;i < texturenumsurfaces;i = j)
8092 surface = texturesurfacelist[i];
8093 RSurf_BindLightmapForSurface(surface);
8094 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
8095 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
8098 Con_Printf(" %i", j - i);
8100 surface2 = texturesurfacelist[j-1];
8101 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
8102 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
8103 GL_LockArrays(surface->num_firstvertex, numvertices);
8104 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8112 for (i = 0;i < texturenumsurfaces;i++)
8114 surface = texturesurfacelist[i];
8115 RSurf_BindLightmapForSurface(surface);
8116 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
8117 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8122 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8125 int texturesurfaceindex;
8126 if (r_showsurfaces.integer == 2)
8128 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8130 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8131 for (j = 0;j < surface->num_triangles;j++)
8133 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
8134 GL_Color(f, f, f, 1);
8135 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8141 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8143 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8144 int k = (int)(((size_t)surface) / sizeof(msurface_t));
8145 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
8146 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
8147 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8152 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8154 int texturesurfaceindex;
8158 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8161 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
8169 rsurface.lightmapcolor4f = rsurface.array_color4f;
8170 rsurface.lightmapcolor4f_bufferobject = 0;
8171 rsurface.lightmapcolor4f_bufferoffset = 0;
8174 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8176 int texturesurfaceindex;
8182 if (rsurface.lightmapcolor4f)
8184 // generate color arrays for the surfaces in this list
8185 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8187 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8188 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
8190 f = RSurf_FogVertex(v);
8200 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8202 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8203 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
8205 f = RSurf_FogVertex(v);
8213 rsurface.lightmapcolor4f = rsurface.array_color4f;
8214 rsurface.lightmapcolor4f_bufferobject = 0;
8215 rsurface.lightmapcolor4f_bufferoffset = 0;
8218 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8220 int texturesurfaceindex;
8226 if (!rsurface.lightmapcolor4f)
8228 // generate color arrays for the surfaces in this list
8229 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8231 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8232 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
8234 f = RSurf_FogVertex(v);
8235 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
8236 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
8237 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
8241 rsurface.lightmapcolor4f = rsurface.array_color4f;
8242 rsurface.lightmapcolor4f_bufferobject = 0;
8243 rsurface.lightmapcolor4f_bufferoffset = 0;
8246 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
8248 int texturesurfaceindex;
8252 if (!rsurface.lightmapcolor4f)
8254 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8256 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8257 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
8265 rsurface.lightmapcolor4f = rsurface.array_color4f;
8266 rsurface.lightmapcolor4f_bufferobject = 0;
8267 rsurface.lightmapcolor4f_bufferoffset = 0;
8270 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8272 int texturesurfaceindex;
8276 if (!rsurface.lightmapcolor4f)
8278 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8280 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8281 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
8283 c2[0] = c[0] + r_refdef.scene.ambient;
8284 c2[1] = c[1] + r_refdef.scene.ambient;
8285 c2[2] = c[2] + r_refdef.scene.ambient;
8289 rsurface.lightmapcolor4f = rsurface.array_color4f;
8290 rsurface.lightmapcolor4f_bufferobject = 0;
8291 rsurface.lightmapcolor4f_bufferoffset = 0;
8294 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
8297 rsurface.lightmapcolor4f = NULL;
8298 rsurface.lightmapcolor4f_bufferobject = 0;
8299 rsurface.lightmapcolor4f_bufferoffset = 0;
8300 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
8301 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
8302 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8303 GL_Color(r, g, b, a);
8304 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
8307 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
8309 // TODO: optimize applyfog && applycolor case
8310 // just apply fog if necessary, and tint the fog color array if necessary
8311 rsurface.lightmapcolor4f = NULL;
8312 rsurface.lightmapcolor4f_bufferobject = 0;
8313 rsurface.lightmapcolor4f_bufferoffset = 0;
8314 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
8315 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
8316 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8317 GL_Color(r, g, b, a);
8318 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8321 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
8323 int texturesurfaceindex;
8327 if (texturesurfacelist[0]->lightmapinfo)
8329 // generate color arrays for the surfaces in this list
8330 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8332 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8333 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
8335 if (surface->lightmapinfo->samples)
8337 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
8338 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
8339 VectorScale(lm, scale, c);
8340 if (surface->lightmapinfo->styles[1] != 255)
8342 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8344 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
8345 VectorMA(c, scale, lm, c);
8346 if (surface->lightmapinfo->styles[2] != 255)
8349 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
8350 VectorMA(c, scale, lm, c);
8351 if (surface->lightmapinfo->styles[3] != 255)
8354 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
8355 VectorMA(c, scale, lm, c);
8365 rsurface.lightmapcolor4f = rsurface.array_color4f;
8366 rsurface.lightmapcolor4f_bufferobject = 0;
8367 rsurface.lightmapcolor4f_bufferoffset = 0;
8371 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
8372 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
8373 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8375 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
8376 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
8377 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8378 GL_Color(r, g, b, a);
8379 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8382 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
8384 int texturesurfaceindex;
8391 vec3_t ambientcolor;
8392 vec3_t diffusecolor;
8396 VectorCopy(rsurface.modellight_lightdir, lightdir);
8397 f = 0.5f * r_refdef.lightmapintensity;
8398 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
8399 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
8400 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
8401 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
8402 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
8403 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
8405 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
8407 // generate color arrays for the surfaces in this list
8408 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8410 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8411 int numverts = surface->num_vertices;
8412 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
8413 n = rsurface.normal3f + 3 * surface->num_firstvertex;
8414 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
8415 // q3-style directional shading
8416 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
8418 if ((f = DotProduct(n, lightdir)) > 0)
8419 VectorMA(ambientcolor, f, diffusecolor, c);
8421 VectorCopy(ambientcolor, c);
8429 rsurface.lightmapcolor4f = rsurface.array_color4f;
8430 rsurface.lightmapcolor4f_bufferobject = 0;
8431 rsurface.lightmapcolor4f_bufferoffset = 0;
8432 *applycolor = false;
8436 *r = ambientcolor[0];
8437 *g = ambientcolor[1];
8438 *b = ambientcolor[2];
8439 rsurface.lightmapcolor4f = NULL;
8440 rsurface.lightmapcolor4f_bufferobject = 0;
8441 rsurface.lightmapcolor4f_bufferoffset = 0;
8445 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
8447 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
8448 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
8449 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
8450 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8451 GL_Color(r, g, b, a);
8452 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8455 void RSurf_SetupDepthAndCulling(void)
8457 // submodels are biased to avoid z-fighting with world surfaces that they
8458 // may be exactly overlapping (avoids z-fighting artifacts on certain
8459 // doors and things in Quake maps)
8460 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8461 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8462 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8463 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8466 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8468 // transparent sky would be ridiculous
8469 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8471 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8472 skyrenderlater = true;
8473 RSurf_SetupDepthAndCulling();
8475 // LordHavoc: HalfLife maps have freaky skypolys so don't use
8476 // skymasking on them, and Quake3 never did sky masking (unlike
8477 // software Quake and software Quake2), so disable the sky masking
8478 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8479 // and skymasking also looks very bad when noclipping outside the
8480 // level, so don't use it then either.
8481 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
8483 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8484 R_Mesh_ColorPointer(NULL, 0, 0);
8485 R_Mesh_ResetTextureState();
8486 if (skyrendermasked)
8488 R_SetupShader_DepthOrShadow();
8489 // depth-only (masking)
8490 GL_ColorMask(0,0,0,0);
8491 // just to make sure that braindead drivers don't draw
8492 // anything despite that colormask...
8493 GL_BlendFunc(GL_ZERO, GL_ONE);
8497 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8499 GL_BlendFunc(GL_ONE, GL_ZERO);
8501 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8502 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8503 if (skyrendermasked)
8504 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8506 R_Mesh_ResetTextureState();
8507 GL_Color(1, 1, 1, 1);
8510 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8511 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8512 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8514 qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass;
8515 qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass;
8517 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
8520 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
8521 R_Mesh_ColorPointer(NULL, 0, 0);
8523 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
8527 // render background
8528 GL_BlendFunc(GL_ONE, GL_ZERO);
8530 GL_AlphaTest(false);
8532 GL_Color(1, 1, 1, 1);
8533 R_Mesh_ColorPointer(NULL, 0, 0);
8535 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
8536 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
8537 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8538 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
8539 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
8540 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
8541 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
8542 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
8543 GL_LockArrays(0, 0);
8545 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
8546 GL_DepthMask(false);
8547 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
8548 R_Mesh_ColorPointer(NULL, 0, 0);
8550 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
8553 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
8555 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
8556 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8557 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
8558 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
8559 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
8561 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
8565 GL_BlendFunc(GL_ONE, GL_ZERO);
8567 GL_AlphaTest(false);
8571 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
8572 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8573 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
8576 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8578 if (refract || reflect)
8579 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
8581 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
8585 if (refract || reflect)
8586 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
8588 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8590 GL_LockArrays(0, 0);
8593 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8595 // OpenGL 1.3 path - anything not completely ancient
8596 int texturesurfaceindex;
8597 qboolean applycolor;
8600 const texturelayer_t *layer;
8601 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
8603 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
8606 int layertexrgbscale;
8607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8609 if (layerindex == 0)
8613 GL_AlphaTest(false);
8614 qglDepthFunc(GL_EQUAL);CHECKGLERROR
8617 GL_DepthMask(layer->depthmask && writedepth);
8618 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
8619 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
8621 layertexrgbscale = 4;
8622 VectorScale(layer->color, 0.25f, layercolor);
8624 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
8626 layertexrgbscale = 2;
8627 VectorScale(layer->color, 0.5f, layercolor);
8631 layertexrgbscale = 1;
8632 VectorScale(layer->color, 1.0f, layercolor);
8634 layercolor[3] = layer->color[3];
8635 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
8636 R_Mesh_ColorPointer(NULL, 0, 0);
8637 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
8638 switch (layer->type)
8640 case TEXTURELAYERTYPE_LITTEXTURE:
8641 // single-pass lightmapped texture with 2x rgbscale
8642 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8643 R_Mesh_TexMatrix(0, NULL);
8644 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8645 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
8646 R_Mesh_TexBind(1, R_GetTexture(layer->texture));
8647 R_Mesh_TexMatrix(1, &layer->texmatrix);
8648 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
8649 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8651 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
8652 else if (rsurface.uselightmaptexture)
8653 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
8655 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
8657 case TEXTURELAYERTYPE_TEXTURE:
8658 // singletexture unlit texture with transparency support
8659 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8660 R_Mesh_TexMatrix(0, &layer->texmatrix);
8661 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
8662 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8663 R_Mesh_TexBind(1, 0);
8664 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
8665 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
8667 case TEXTURELAYERTYPE_FOG:
8668 // singletexture fogging
8671 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8672 R_Mesh_TexMatrix(0, &layer->texmatrix);
8673 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
8674 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8678 R_Mesh_TexBind(0, 0);
8679 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
8681 R_Mesh_TexBind(1, 0);
8682 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
8683 // generate a color array for the fog pass
8684 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
8685 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8691 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8692 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
8694 f = 1 - RSurf_FogVertex(v);
8695 c[0] = layercolor[0];
8696 c[1] = layercolor[1];
8697 c[2] = layercolor[2];
8698 c[3] = f * layercolor[3];
8701 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8704 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
8706 GL_LockArrays(0, 0);
8709 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8711 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
8712 GL_AlphaTest(false);
8716 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8718 // OpenGL 1.1 - crusty old voodoo path
8719 int texturesurfaceindex;
8722 const texturelayer_t *layer;
8723 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
8725 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
8727 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8729 if (layerindex == 0)
8733 GL_AlphaTest(false);
8734 qglDepthFunc(GL_EQUAL);CHECKGLERROR
8737 GL_DepthMask(layer->depthmask && writedepth);
8738 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
8739 R_Mesh_ColorPointer(NULL, 0, 0);
8740 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
8741 switch (layer->type)
8743 case TEXTURELAYERTYPE_LITTEXTURE:
8744 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
8746 // two-pass lit texture with 2x rgbscale
8747 // first the lightmap pass
8748 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8749 R_Mesh_TexMatrix(0, NULL);
8750 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8751 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
8752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8753 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8754 else if (rsurface.uselightmaptexture)
8755 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8757 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8758 GL_LockArrays(0, 0);
8759 // then apply the texture to it
8760 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8761 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8762 R_Mesh_TexMatrix(0, &layer->texmatrix);
8763 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8764 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8765 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
8769 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
8770 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8771 R_Mesh_TexMatrix(0, &layer->texmatrix);
8772 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8773 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8774 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8775 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
8777 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
8780 case TEXTURELAYERTYPE_TEXTURE:
8781 // singletexture unlit texture with transparency support
8782 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8783 R_Mesh_TexMatrix(0, &layer->texmatrix);
8784 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8785 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8786 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
8788 case TEXTURELAYERTYPE_FOG:
8789 // singletexture fogging
8792 R_Mesh_TexBind(0, R_GetTexture(layer->texture));
8793 R_Mesh_TexMatrix(0, &layer->texmatrix);
8794 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
8795 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
8799 R_Mesh_TexBind(0, 0);
8800 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
8802 // generate a color array for the fog pass
8803 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
8804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8811 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
8813 f = 1 - RSurf_FogVertex(v);
8814 c[0] = layer->color[0];
8815 c[1] = layer->color[1];
8816 c[2] = layer->color[2];
8817 c[3] = f * layer->color[3];
8820 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8823 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
8825 GL_LockArrays(0, 0);
8828 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8830 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
8831 GL_AlphaTest(false);
8835 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8839 GL_AlphaTest(false);
8840 R_Mesh_ColorPointer(NULL, 0, 0);
8841 R_Mesh_ResetTextureState();
8842 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8844 if(rsurface.texture && rsurface.texture->currentskinframe)
8846 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
8847 c[3] *= rsurface.texture->currentalpha;
8857 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
8859 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
8860 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
8861 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
8864 // brighten it up (as texture value 127 means "unlit")
8865 c[0] *= 2 * r_refdef.view.colorscale;
8866 c[1] *= 2 * r_refdef.view.colorscale;
8867 c[2] *= 2 * r_refdef.view.colorscale;
8869 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
8870 c[3] *= r_wateralpha.value;
8872 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
8874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8875 GL_DepthMask(false);
8877 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
8879 GL_BlendFunc(GL_ONE, GL_ONE);
8880 GL_DepthMask(false);
8882 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8884 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
8885 GL_DepthMask(false);
8887 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8889 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
8890 GL_DepthMask(false);
8894 GL_BlendFunc(GL_ONE, GL_ZERO);
8895 GL_DepthMask(writedepth);
8898 rsurface.lightmapcolor4f = NULL;
8900 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8902 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8904 rsurface.lightmapcolor4f = NULL;
8905 rsurface.lightmapcolor4f_bufferobject = 0;
8906 rsurface.lightmapcolor4f_bufferoffset = 0;
8908 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8910 qboolean applycolor = true;
8913 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
8915 r_refdef.lightmapintensity = 1;
8916 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
8917 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
8921 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8923 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
8924 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
8925 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8928 if(!rsurface.lightmapcolor4f)
8929 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
8931 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
8932 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
8933 if(r_refdef.fogenabled)
8934 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
8936 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8937 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8940 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8943 RSurf_SetupDepthAndCulling();
8944 if (r_showsurfaces.integer == 3 && !prepass)
8946 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
8949 switch (vid.renderpath)
8951 case RENDERPATH_GL20:
8952 case RENDERPATH_CGGL:
8953 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8955 case RENDERPATH_GL13:
8956 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
8958 case RENDERPATH_GL11:
8959 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8965 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8968 RSurf_SetupDepthAndCulling();
8969 if (r_showsurfaces.integer == 3 && !prepass)
8971 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
8974 switch (vid.renderpath)
8976 case RENDERPATH_GL20:
8977 case RENDERPATH_CGGL:
8978 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8980 case RENDERPATH_GL13:
8981 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
8983 case RENDERPATH_GL11:
8984 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8990 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8993 int texturenumsurfaces, endsurface;
8995 const msurface_t *surface;
8996 const msurface_t *texturesurfacelist[256];
8998 // if the model is static it doesn't matter what value we give for
8999 // wantnormals and wanttangents, so this logic uses only rules applicable
9000 // to a model, knowing that they are meaningless otherwise
9001 if (ent == r_refdef.scene.worldentity)
9002 RSurf_ActiveWorldEntity();
9003 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9004 RSurf_ActiveModelEntity(ent, false, false, false);
9007 switch (vid.renderpath)
9009 case RENDERPATH_GL20:
9010 case RENDERPATH_CGGL:
9011 RSurf_ActiveModelEntity(ent, true, true, false);
9013 case RENDERPATH_GL13:
9014 case RENDERPATH_GL11:
9015 RSurf_ActiveModelEntity(ent, true, false, false);
9020 if (r_transparentdepthmasking.integer)
9022 qboolean setup = false;
9023 for (i = 0;i < numsurfaces;i = j)
9026 surface = rsurface.modelsurfaces + surfacelist[i];
9027 texture = surface->texture;
9028 rsurface.texture = R_GetCurrentTexture(texture);
9029 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9030 // scan ahead until we find a different texture
9031 endsurface = min(i + 1024, numsurfaces);
9032 texturenumsurfaces = 0;
9033 texturesurfacelist[texturenumsurfaces++] = surface;
9034 for (;j < endsurface;j++)
9036 surface = rsurface.modelsurfaces + surfacelist[j];
9037 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
9039 texturesurfacelist[texturenumsurfaces++] = surface;
9041 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
9043 // render the range of surfaces as depth
9047 GL_ColorMask(0,0,0,0);
9050 GL_BlendFunc(GL_ONE, GL_ZERO);
9052 GL_AlphaTest(false);
9053 R_Mesh_ColorPointer(NULL, 0, 0);
9054 R_Mesh_ResetTextureState();
9055 R_SetupShader_DepthOrShadow();
9057 RSurf_SetupDepthAndCulling();
9058 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9059 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9062 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9065 for (i = 0;i < numsurfaces;i = j)
9068 surface = rsurface.modelsurfaces + surfacelist[i];
9069 texture = surface->texture;
9070 rsurface.texture = R_GetCurrentTexture(texture);
9071 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9072 // scan ahead until we find a different texture
9073 endsurface = min(i + 1024, numsurfaces);
9074 texturenumsurfaces = 0;
9075 texturesurfacelist[texturenumsurfaces++] = surface;
9076 for (;j < endsurface;j++)
9078 surface = rsurface.modelsurfaces + surfacelist[j];
9079 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
9081 texturesurfacelist[texturenumsurfaces++] = surface;
9083 // render the range of surfaces
9084 if (ent == r_refdef.scene.worldentity)
9085 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9087 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9089 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9090 GL_AlphaTest(false);
9093 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
9095 // transparent surfaces get pushed off into the transparent queue
9096 int surfacelistindex;
9097 const msurface_t *surface;
9098 vec3_t tempcenter, center;
9099 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9101 surface = texturesurfacelist[surfacelistindex];
9102 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9103 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9104 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9105 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9106 if (queueentity->transparent_offset) // transparent offset
9108 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
9109 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
9110 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
9112 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9116 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9118 const entity_render_t *queueentity = r_refdef.scene.worldentity;
9122 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9124 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9126 RSurf_SetupDepthAndCulling();
9127 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9128 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9132 if (!rsurface.texture->currentnumlayers)
9134 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9135 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9137 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9139 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
9141 RSurf_SetupDepthAndCulling();
9142 GL_AlphaTest(false);
9143 R_Mesh_ColorPointer(NULL, 0, 0);
9144 R_Mesh_ResetTextureState();
9145 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9146 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9148 GL_BlendFunc(GL_ONE, GL_ZERO);
9149 GL_Color(0, 0, 0, 1);
9150 GL_DepthTest(writedepth);
9151 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9153 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
9155 RSurf_SetupDepthAndCulling();
9156 GL_AlphaTest(false);
9157 R_Mesh_ColorPointer(NULL, 0, 0);
9158 R_Mesh_ResetTextureState();
9159 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9160 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9162 GL_BlendFunc(GL_ONE, GL_ZERO);
9164 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
9166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
9167 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9168 else if (!rsurface.texture->currentnumlayers)
9170 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
9172 // in the deferred case, transparent surfaces were queued during prepass
9173 if (!r_shadow_usingdeferredprepass)
9174 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9178 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9179 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9184 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9188 // break the surface list down into batches by texture and use of lightmapping
9189 for (i = 0;i < numsurfaces;i = j)
9192 // texture is the base texture pointer, rsurface.texture is the
9193 // current frame/skin the texture is directing us to use (for example
9194 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9195 // use skin 1 instead)
9196 texture = surfacelist[i]->texture;
9197 rsurface.texture = R_GetCurrentTexture(texture);
9198 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
9199 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9201 // if this texture is not the kind we want, skip ahead to the next one
9202 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9206 // simply scan ahead until we find a different texture or lightmap state
9207 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
9209 // render the range of surfaces
9210 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9214 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
9219 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9221 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9223 RSurf_SetupDepthAndCulling();
9224 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9225 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9229 if (!rsurface.texture->currentnumlayers)
9231 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9232 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9234 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9236 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
9238 RSurf_SetupDepthAndCulling();
9239 GL_AlphaTest(false);
9240 R_Mesh_ColorPointer(NULL, 0, 0);
9241 R_Mesh_ResetTextureState();
9242 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9243 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9245 GL_BlendFunc(GL_ONE, GL_ZERO);
9246 GL_Color(0, 0, 0, 1);
9247 GL_DepthTest(writedepth);
9248 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9250 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9252 RSurf_SetupDepthAndCulling();
9253 GL_AlphaTest(false);
9254 R_Mesh_ColorPointer(NULL, 0, 0);
9255 R_Mesh_ResetTextureState();
9256 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9257 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
9259 GL_BlendFunc(GL_ONE, GL_ZERO);
9261 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
9263 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
9264 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9265 else if (!rsurface.texture->currentnumlayers)
9267 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
9269 // in the deferred case, transparent surfaces were queued during prepass
9270 if (!r_shadow_usingdeferredprepass)
9271 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9275 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9276 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9281 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9285 // break the surface list down into batches by texture and use of lightmapping
9286 for (i = 0;i < numsurfaces;i = j)
9289 // texture is the base texture pointer, rsurface.texture is the
9290 // current frame/skin the texture is directing us to use (for example
9291 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9292 // use skin 1 instead)
9293 texture = surfacelist[i]->texture;
9294 rsurface.texture = R_GetCurrentTexture(texture);
9295 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
9296 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9298 // if this texture is not the kind we want, skip ahead to the next one
9299 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9303 // simply scan ahead until we find a different texture or lightmap state
9304 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
9306 // render the range of surfaces
9307 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
9311 float locboxvertex3f[6*4*3] =
9313 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9314 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9315 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9316 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9317 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9318 1,0,0, 0,0,0, 0,1,0, 1,1,0
9321 unsigned short locboxelements[6*2*3] =
9331 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9334 cl_locnode_t *loc = (cl_locnode_t *)ent;
9336 float vertex3f[6*4*3];
9338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9339 GL_DepthMask(false);
9340 GL_DepthRange(0, 1);
9341 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9343 GL_CullFace(GL_NONE);
9344 R_EntityMatrix(&identitymatrix);
9346 R_Mesh_VertexPointer(vertex3f, 0, 0);
9347 R_Mesh_ColorPointer(NULL, 0, 0);
9348 R_Mesh_ResetTextureState();
9349 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9352 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9353 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9354 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9355 surfacelist[0] < 0 ? 0.5f : 0.125f);
9357 if (VectorCompare(loc->mins, loc->maxs))
9359 VectorSet(size, 2, 2, 2);
9360 VectorMA(loc->mins, -0.5f, size, mins);
9364 VectorCopy(loc->mins, mins);
9365 VectorSubtract(loc->maxs, loc->mins, size);
9368 for (i = 0;i < 6*4*3;)
9369 for (j = 0;j < 3;j++, i++)
9370 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9372 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
9375 void R_DrawLocs(void)
9378 cl_locnode_t *loc, *nearestloc;
9380 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9381 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9383 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9384 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9388 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9390 if (decalsystem->decals)
9391 Mem_Free(decalsystem->decals);
9392 memset(decalsystem, 0, sizeof(*decalsystem));
9395 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)
9402 // expand or initialize the system
9403 if (decalsystem->maxdecals <= decalsystem->numdecals)
9405 decalsystem_t old = *decalsystem;
9406 qboolean useshortelements;
9407 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9408 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9409 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9410 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9411 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9412 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9413 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9414 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9415 if (decalsystem->numdecals)
9416 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9418 Mem_Free(old.decals);
9419 for (i = 0;i < decalsystem->maxdecals*3;i++)
9420 decalsystem->element3i[i] = i;
9421 if (useshortelements)
9422 for (i = 0;i < decalsystem->maxdecals*3;i++)
9423 decalsystem->element3s[i] = i;
9426 // grab a decal and search for another free slot for the next one
9427 maxdecals = decalsystem->maxdecals;
9428 decals = decalsystem->decals;
9429 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9430 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
9432 decalsystem->freedecal = i;
9433 if (decalsystem->numdecals <= i)
9434 decalsystem->numdecals = i + 1;
9436 // initialize the decal
9438 decal->triangleindex = triangleindex;
9439 decal->surfaceindex = surfaceindex;
9440 decal->decalsequence = decalsequence;
9441 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
9442 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
9443 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
9444 decal->color4ub[0][3] = 255;
9445 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
9446 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
9447 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
9448 decal->color4ub[1][3] = 255;
9449 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
9450 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
9451 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
9452 decal->color4ub[2][3] = 255;
9453 decal->vertex3f[0][0] = v0[0];
9454 decal->vertex3f[0][1] = v0[1];
9455 decal->vertex3f[0][2] = v0[2];
9456 decal->vertex3f[1][0] = v1[0];
9457 decal->vertex3f[1][1] = v1[1];
9458 decal->vertex3f[1][2] = v1[2];
9459 decal->vertex3f[2][0] = v2[0];
9460 decal->vertex3f[2][1] = v2[1];
9461 decal->vertex3f[2][2] = v2[2];
9462 decal->texcoord2f[0][0] = t0[0];
9463 decal->texcoord2f[0][1] = t0[1];
9464 decal->texcoord2f[1][0] = t1[0];
9465 decal->texcoord2f[1][1] = t1[1];
9466 decal->texcoord2f[2][0] = t2[0];
9467 decal->texcoord2f[2][1] = t2[1];
9470 extern cvar_t cl_decals_bias;
9471 extern cvar_t cl_decals_models;
9472 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9473 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)
9475 matrix4x4_t projection;
9476 decalsystem_t *decalsystem;
9479 const float *vertex3f;
9480 const msurface_t *surface;
9481 const msurface_t *surfaces;
9482 const int *surfacelist;
9483 const texture_t *texture;
9487 int surfacelistindex;
9490 int decalsurfaceindex;
9495 float localorigin[3];
9496 float localnormal[3];
9507 float points[2][9][3];
9511 decalsystem = &ent->decalsystem;
9513 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9515 R_DecalSystem_Reset(&ent->decalsystem);
9519 if (!model->brush.data_nodes && !cl_decals_models.integer)
9521 if (decalsystem->model)
9522 R_DecalSystem_Reset(decalsystem);
9526 if (decalsystem->model != model)
9527 R_DecalSystem_Reset(decalsystem);
9528 decalsystem->model = model;
9530 RSurf_ActiveModelEntity(ent, false, false, false);
9532 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9533 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9534 VectorNormalize(localnormal);
9535 localsize = worldsize*rsurface.inversematrixscale;
9536 ilocalsize = 1.0f / localsize;
9537 localmins[0] = localorigin[0] - localsize;
9538 localmins[1] = localorigin[1] - localsize;
9539 localmins[2] = localorigin[2] - localsize;
9540 localmaxs[0] = localorigin[0] + localsize;
9541 localmaxs[1] = localorigin[1] + localsize;
9542 localmaxs[2] = localorigin[2] + localsize;
9544 //VectorCopy(localnormal, planes[4]);
9545 //VectorVectors(planes[4], planes[2], planes[0]);
9546 AnglesFromVectors(angles, localnormal, NULL, false);
9547 AngleVectors(angles, planes[0], planes[2], planes[4]);
9548 VectorNegate(planes[0], planes[1]);
9549 VectorNegate(planes[2], planes[3]);
9550 VectorNegate(planes[4], planes[5]);
9551 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9552 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9553 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9554 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9555 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9556 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9561 matrix4x4_t forwardprojection;
9562 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9563 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9568 float projectionvector[4][3];
9569 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9570 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9571 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9572 projectionvector[0][0] = planes[0][0] * ilocalsize;
9573 projectionvector[0][1] = planes[1][0] * ilocalsize;
9574 projectionvector[0][2] = planes[2][0] * ilocalsize;
9575 projectionvector[1][0] = planes[0][1] * ilocalsize;
9576 projectionvector[1][1] = planes[1][1] * ilocalsize;
9577 projectionvector[1][2] = planes[2][1] * ilocalsize;
9578 projectionvector[2][0] = planes[0][2] * ilocalsize;
9579 projectionvector[2][1] = planes[1][2] * ilocalsize;
9580 projectionvector[2][2] = planes[2][2] * ilocalsize;
9581 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9582 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9583 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9584 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9588 dynamic = model->surfmesh.isanimated;
9589 vertex3f = rsurface.modelvertex3f;
9590 numsurfacelist = model->nummodelsurfaces;
9591 surfacelist = model->sortedmodelsurfaces;
9592 surfaces = model->data_surfaces;
9593 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9595 surfaceindex = surfacelist[surfacelistindex];
9596 surface = surfaces + surfaceindex;
9597 // skip transparent surfaces
9598 texture = surface->texture;
9599 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9601 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9603 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9605 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
9606 numvertices = surface->num_vertices;
9607 numtriangles = surface->num_triangles;
9608 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
9610 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9612 index = 3*e[cornerindex];
9613 VectorCopy(vertex3f + index, v[cornerindex]);
9616 //TriangleNormal(v[0], v[1], v[2], normal);
9617 //if (DotProduct(normal, localnormal) < 0.0f)
9619 // clip by each of the box planes formed from the projection matrix
9620 // if anything survives, we emit the decal
9621 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]);
9624 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]);
9627 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]);
9630 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]);
9633 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]);
9636 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]);
9639 // some part of the triangle survived, so we have to accept it...
9642 // dynamic always uses the original triangle
9644 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9646 index = 3*e[cornerindex];
9647 VectorCopy(vertex3f + index, v[cornerindex]);
9650 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9652 // convert vertex positions to texcoords
9653 Matrix4x4_Transform(&projection, v[cornerindex], temp);
9654 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9655 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9656 // calculate distance fade from the projection origin
9657 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9658 f = bound(0.0f, f, 1.0f);
9659 c[cornerindex][0] = r * f;
9660 c[cornerindex][1] = g * f;
9661 c[cornerindex][2] = b * f;
9662 c[cornerindex][3] = 1.0f;
9663 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9666 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
9668 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9669 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);
9674 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9675 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)
9677 int renderentityindex;
9680 entity_render_t *ent;
9682 if (!cl_decals_newsystem.integer)
9685 worldmins[0] = worldorigin[0] - worldsize;
9686 worldmins[1] = worldorigin[1] - worldsize;
9687 worldmins[2] = worldorigin[2] - worldsize;
9688 worldmaxs[0] = worldorigin[0] + worldsize;
9689 worldmaxs[1] = worldorigin[1] + worldsize;
9690 worldmaxs[2] = worldorigin[2] + worldsize;
9692 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9694 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9696 ent = r_refdef.scene.entities[renderentityindex];
9697 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9700 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9704 typedef struct r_decalsystem_splatqueue_s
9713 r_decalsystem_splatqueue_t;
9715 int r_decalsystem_numqueued = 0;
9716 #define MAX_DECALSYSTEM_QUEUE 1024
9717 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9719 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)
9721 r_decalsystem_splatqueue_t *queue;
9723 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9726 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9727 VectorCopy(worldorigin, queue->worldorigin);
9728 VectorCopy(worldnormal, queue->worldnormal);
9729 Vector4Set(queue->color, r, g, b, a);
9730 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9731 queue->worldsize = worldsize;
9732 queue->decalsequence = cl.decalsequence++;
9735 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9738 r_decalsystem_splatqueue_t *queue;
9740 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9741 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);
9742 r_decalsystem_numqueued = 0;
9745 extern cvar_t cl_decals_max;
9746 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9749 decalsystem_t *decalsystem = &ent->decalsystem;
9756 if (!decalsystem->numdecals)
9759 if (r_showsurfaces.integer)
9762 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9764 R_DecalSystem_Reset(decalsystem);
9768 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
9769 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9771 if (decalsystem->lastupdatetime)
9772 frametime = (cl.time - decalsystem->lastupdatetime);
9775 decalsystem->lastupdatetime = cl.time;
9776 decal = decalsystem->decals;
9777 numdecals = decalsystem->numdecals;
9779 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9781 if (decal->color4ub[0][3])
9783 decal->lived += frametime;
9784 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
9786 memset(decal, 0, sizeof(*decal));
9787 if (decalsystem->freedecal > i)
9788 decalsystem->freedecal = i;
9792 decal = decalsystem->decals;
9793 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
9796 // collapse the array by shuffling the tail decals into the gaps
9799 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
9800 decalsystem->freedecal++;
9801 if (decalsystem->freedecal == numdecals)
9803 decal[decalsystem->freedecal] = decal[--numdecals];
9806 decalsystem->numdecals = numdecals;
9810 // if there are no decals left, reset decalsystem
9811 R_DecalSystem_Reset(decalsystem);
9815 extern skinframe_t *decalskinframe;
9816 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9819 decalsystem_t *decalsystem = &ent->decalsystem;
9829 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9832 numdecals = decalsystem->numdecals;
9836 if (r_showsurfaces.integer)
9839 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9841 R_DecalSystem_Reset(decalsystem);
9845 // if the model is static it doesn't matter what value we give for
9846 // wantnormals and wanttangents, so this logic uses only rules applicable
9847 // to a model, knowing that they are meaningless otherwise
9848 if (ent == r_refdef.scene.worldentity)
9849 RSurf_ActiveWorldEntity();
9851 RSurf_ActiveModelEntity(ent, false, false, false);
9853 decalsystem->lastupdatetime = cl.time;
9854 decal = decalsystem->decals;
9856 fadedelay = cl_decals_time.value;
9857 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9859 // update vertex positions for animated models
9860 v3f = decalsystem->vertex3f;
9861 c4f = decalsystem->color4f;
9862 t2f = decalsystem->texcoord2f;
9863 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9865 if (!decal->color4ub[0][3])
9868 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9871 // update color values for fading decals
9872 if (decal->lived >= cl_decals_time.value)
9874 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9875 alpha *= (1.0f/255.0f);
9878 alpha = 1.0f/255.0f;
9880 c4f[ 0] = decal->color4ub[0][0] * alpha;
9881 c4f[ 1] = decal->color4ub[0][1] * alpha;
9882 c4f[ 2] = decal->color4ub[0][2] * alpha;
9884 c4f[ 4] = decal->color4ub[1][0] * alpha;
9885 c4f[ 5] = decal->color4ub[1][1] * alpha;
9886 c4f[ 6] = decal->color4ub[1][2] * alpha;
9888 c4f[ 8] = decal->color4ub[2][0] * alpha;
9889 c4f[ 9] = decal->color4ub[2][1] * alpha;
9890 c4f[10] = decal->color4ub[2][2] * alpha;
9893 t2f[0] = decal->texcoord2f[0][0];
9894 t2f[1] = decal->texcoord2f[0][1];
9895 t2f[2] = decal->texcoord2f[1][0];
9896 t2f[3] = decal->texcoord2f[1][1];
9897 t2f[4] = decal->texcoord2f[2][0];
9898 t2f[5] = decal->texcoord2f[2][1];
9900 // update vertex positions for animated models
9901 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
9903 e = rsurface.modelelement3i + 3*decal->triangleindex;
9904 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
9905 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
9906 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
9910 VectorCopy(decal->vertex3f[0], v3f);
9911 VectorCopy(decal->vertex3f[1], v3f + 3);
9912 VectorCopy(decal->vertex3f[2], v3f + 6);
9923 r_refdef.stats.drawndecals += numtris;
9925 if (r_refdef.fogenabled)
9927 switch(vid.renderpath)
9929 case RENDERPATH_GL20:
9930 case RENDERPATH_CGGL:
9931 case RENDERPATH_GL13:
9932 case RENDERPATH_GL11:
9933 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
9935 alpha = RSurf_FogVertex(v3f);
9944 // now render the decals all at once
9945 // (this assumes they all use one particle font texture!)
9946 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);
9947 R_Mesh_ResetTextureState();
9948 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
9949 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
9950 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
9951 GL_DepthMask(false);
9952 GL_DepthRange(0, 1);
9953 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9955 GL_CullFace(GL_NONE);
9956 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9957 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
9958 GL_LockArrays(0, numtris * 3);
9959 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
9960 GL_LockArrays(0, 0);
9964 static void R_DrawModelDecals(void)
9968 // fade faster when there are too many decals
9969 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9970 for (i = 0;i < r_refdef.scene.numentities;i++)
9971 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9973 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9974 for (i = 0;i < r_refdef.scene.numentities;i++)
9975 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9976 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9978 R_DecalSystem_ApplySplatEntitiesQueue();
9980 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9981 for (i = 0;i < r_refdef.scene.numentities;i++)
9982 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9984 r_refdef.stats.totaldecals += numdecals;
9986 if (r_showsurfaces.integer)
9989 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9991 for (i = 0;i < r_refdef.scene.numentities;i++)
9993 if (!r_refdef.viewcache.entityvisible[i])
9995 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9996 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
10000 void R_DrawDebugModel(void)
10002 entity_render_t *ent = rsurface.entity;
10003 int i, j, k, l, flagsmask;
10004 const int *elements;
10006 const msurface_t *surface;
10007 dp_model_t *model = ent->model;
10010 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10012 R_Mesh_ColorPointer(NULL, 0, 0);
10013 R_Mesh_ResetTextureState();
10014 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10015 GL_DepthRange(0, 1);
10016 GL_DepthTest(!r_showdisabledepthtest.integer);
10017 GL_DepthMask(false);
10018 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10020 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
10022 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
10023 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
10025 if (brush->colbrushf && brush->colbrushf->numtriangles)
10027 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
10028 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
10029 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
10032 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
10034 if (surface->num_collisiontriangles)
10036 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
10037 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
10038 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
10043 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10045 if (r_showtris.integer || r_shownormals.integer)
10047 if (r_showdisabledepthtest.integer)
10049 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10050 GL_DepthMask(false);
10054 GL_BlendFunc(GL_ONE, GL_ZERO);
10055 GL_DepthMask(true);
10057 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10059 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10061 rsurface.texture = R_GetCurrentTexture(surface->texture);
10062 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10064 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
10065 if (r_showtris.value > 0)
10067 if (!rsurface.texture->currentlayers->depthmask)
10068 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
10069 else if (ent == r_refdef.scene.worldentity)
10070 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
10072 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
10073 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
10074 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
10075 R_Mesh_ColorPointer(NULL, 0, 0);
10076 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
10077 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10078 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
10079 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10080 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10083 if (r_shownormals.value < 0)
10085 qglBegin(GL_LINES);
10086 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
10088 VectorCopy(rsurface.vertex3f + l * 3, v);
10089 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10090 qglVertex3f(v[0], v[1], v[2]);
10091 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
10092 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
10093 qglVertex3f(v[0], v[1], v[2]);
10098 if (r_shownormals.value > 0)
10100 qglBegin(GL_LINES);
10101 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
10103 VectorCopy(rsurface.vertex3f + l * 3, v);
10104 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10105 qglVertex3f(v[0], v[1], v[2]);
10106 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
10107 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
10108 qglVertex3f(v[0], v[1], v[2]);
10112 qglBegin(GL_LINES);
10113 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
10115 VectorCopy(rsurface.vertex3f + l * 3, v);
10116 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10117 qglVertex3f(v[0], v[1], v[2]);
10118 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
10119 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
10120 qglVertex3f(v[0], v[1], v[2]);
10124 qglBegin(GL_LINES);
10125 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
10127 VectorCopy(rsurface.vertex3f + l * 3, v);
10128 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10129 qglVertex3f(v[0], v[1], v[2]);
10130 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
10131 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
10132 qglVertex3f(v[0], v[1], v[2]);
10139 rsurface.texture = NULL;
10143 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
10144 int r_maxsurfacelist = 0;
10145 const msurface_t **r_surfacelist = NULL;
10146 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10148 int i, j, endj, f, flagsmask;
10150 dp_model_t *model = r_refdef.scene.worldmodel;
10151 msurface_t *surfaces;
10152 unsigned char *update;
10153 int numsurfacelist = 0;
10157 if (r_maxsurfacelist < model->num_surfaces)
10159 r_maxsurfacelist = model->num_surfaces;
10161 Mem_Free((msurface_t**)r_surfacelist);
10162 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10165 RSurf_ActiveWorldEntity();
10167 surfaces = model->data_surfaces;
10168 update = model->brushq1.lightmapupdateflags;
10170 // update light styles on this submodel
10171 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
10173 model_brush_lightstyleinfo_t *style;
10174 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10176 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10178 int *list = style->surfacelist;
10179 style->value = r_refdef.scene.lightstylevalue[style->style];
10180 for (j = 0;j < style->numsurfaces;j++)
10181 update[list[j]] = true;
10186 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10190 R_DrawDebugModel();
10191 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10197 rsurface.uselightmaptexture = false;
10198 rsurface.texture = NULL;
10199 rsurface.rtlight = NULL;
10200 numsurfacelist = 0;
10201 // add visible surfaces to draw list
10202 for (i = 0;i < model->nummodelsurfaces;i++)
10204 j = model->sortedmodelsurfaces[i];
10205 if (r_refdef.viewcache.world_surfacevisible[j])
10206 r_surfacelist[numsurfacelist++] = surfaces + j;
10208 // update lightmaps if needed
10212 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10214 if (r_refdef.viewcache.world_surfacevisible[j])
10219 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
10225 int count = model->brushq3.num_mergedlightmaps;
10226 for (i = 0;i < count;i++)
10228 if (model->brushq3.data_deluxemaps[i])
10229 R_FlushTexture(model->brushq3.data_deluxemaps[i]);
10230 if (model->brushq3.data_lightmaps[i])
10231 R_FlushTexture(model->brushq3.data_lightmaps[i]);
10235 // don't do anything if there were no surfaces
10236 if (!numsurfacelist)
10238 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10241 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10242 GL_AlphaTest(false);
10244 // add to stats if desired
10245 if (r_speeds.integer && !skysurfaces && !depthonly)
10247 r_refdef.stats.world_surfaces += numsurfacelist;
10248 for (j = 0;j < numsurfacelist;j++)
10249 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
10252 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10255 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10257 int i, j, endj, f, flagsmask;
10259 dp_model_t *model = ent->model;
10260 msurface_t *surfaces;
10261 unsigned char *update;
10262 int numsurfacelist = 0;
10266 if (r_maxsurfacelist < model->num_surfaces)
10268 r_maxsurfacelist = model->num_surfaces;
10270 Mem_Free((msurface_t **)r_surfacelist);
10271 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10274 // if the model is static it doesn't matter what value we give for
10275 // wantnormals and wanttangents, so this logic uses only rules applicable
10276 // to a model, knowing that they are meaningless otherwise
10277 if (ent == r_refdef.scene.worldentity)
10278 RSurf_ActiveWorldEntity();
10279 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10280 RSurf_ActiveModelEntity(ent, false, false, false);
10282 RSurf_ActiveModelEntity(ent, true, true, true);
10283 else if (depthonly)
10284 RSurf_ActiveModelEntity(ent, false, false, false);
10287 switch (vid.renderpath)
10289 case RENDERPATH_GL20:
10290 case RENDERPATH_CGGL:
10291 RSurf_ActiveModelEntity(ent, true, true, false);
10293 case RENDERPATH_GL13:
10294 case RENDERPATH_GL11:
10295 RSurf_ActiveModelEntity(ent, true, false, false);
10300 surfaces = model->data_surfaces;
10301 update = model->brushq1.lightmapupdateflags;
10303 // update light styles
10304 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
10306 model_brush_lightstyleinfo_t *style;
10307 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10309 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10311 int *list = style->surfacelist;
10312 style->value = r_refdef.scene.lightstylevalue[style->style];
10313 for (j = 0;j < style->numsurfaces;j++)
10314 update[list[j]] = true;
10319 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10323 R_DrawDebugModel();
10324 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10330 rsurface.uselightmaptexture = false;
10331 rsurface.texture = NULL;
10332 rsurface.rtlight = NULL;
10333 numsurfacelist = 0;
10334 // add visible surfaces to draw list
10335 for (i = 0;i < model->nummodelsurfaces;i++)
10336 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10337 // don't do anything if there were no surfaces
10338 if (!numsurfacelist)
10340 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10343 // update lightmaps if needed
10347 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10352 R_BuildLightMap(ent, surfaces + j);
10357 int count = model->brushq3.num_mergedlightmaps;
10358 for (i = 0;i < count;i++)
10360 if (model->brushq3.data_deluxemaps[i])
10361 R_FlushTexture(model->brushq3.data_deluxemaps[i]);
10362 if (model->brushq3.data_lightmaps[i])
10363 R_FlushTexture(model->brushq3.data_lightmaps[i]);
10368 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10370 R_BuildLightMap(ent, surfaces + j);
10371 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10372 GL_AlphaTest(false);
10374 // add to stats if desired
10375 if (r_speeds.integer && !skysurfaces && !depthonly)
10377 r_refdef.stats.entities_surfaces += numsurfacelist;
10378 for (j = 0;j < numsurfacelist;j++)
10379 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
10382 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10385 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10387 static texture_t texture;
10388 static msurface_t surface;
10389 const msurface_t *surfacelist = &surface;
10391 // fake enough texture and surface state to render this geometry
10393 texture.update_lastrenderframe = -1; // regenerate this texture
10394 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10395 texture.currentskinframe = skinframe;
10396 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10397 texture.specularscalemod = 1;
10398 texture.specularpowermod = 1;
10400 surface.texture = &texture;
10401 surface.num_triangles = numtriangles;
10402 surface.num_firsttriangle = firsttriangle;
10403 surface.num_vertices = numvertices;
10404 surface.num_firstvertex = firstvertex;
10407 rsurface.texture = R_GetCurrentTexture(surface.texture);
10408 rsurface.uselightmaptexture = false;
10409 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10412 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)
10414 static msurface_t surface;
10415 const msurface_t *surfacelist = &surface;
10417 // fake enough texture and surface state to render this geometry
10419 surface.texture = texture;
10420 surface.num_triangles = numtriangles;
10421 surface.num_firsttriangle = firsttriangle;
10422 surface.num_vertices = numvertices;
10423 surface.num_firstvertex = firstvertex;
10426 rsurface.texture = R_GetCurrentTexture(surface.texture);
10427 rsurface.uselightmaptexture = false;
10428 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);