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"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
118 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
164 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"};
166 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"};
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 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)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 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);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "// uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
698 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
699 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
700 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
701 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
702 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
705 "#ifdef USESATURATION\n"
706 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
707 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
708 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
709 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
712 "#ifdef USEGAMMARAMPS\n"
713 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
714 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
715 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
719 "#else // !MODE_POSTPROCESS\n"
724 "#ifdef MODE_GENERIC\n"
725 "#ifdef USEDIFFUSE\n"
726 "varying vec2 TexCoord1;\n"
728 "#ifdef USESPECULAR\n"
729 "varying vec2 TexCoord2;\n"
731 "#ifdef VERTEX_SHADER\n"
734 " gl_FrontColor = gl_Color;\n"
735 "#ifdef USEDIFFUSE\n"
736 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
738 "#ifdef USESPECULAR\n"
739 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
741 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 "#ifdef FRAGMENT_SHADER\n"
746 "#ifdef USEDIFFUSE\n"
747 "uniform sampler2D Texture_First;\n"
749 "#ifdef USESPECULAR\n"
750 "uniform sampler2D Texture_Second;\n"
755 " gl_FragColor = gl_Color;\n"
756 "#ifdef USEDIFFUSE\n"
757 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
760 "#ifdef USESPECULAR\n"
761 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
762 "# ifdef USECOLORMAPPING\n"
763 " gl_FragColor *= tex2;\n"
766 " gl_FragColor += tex2;\n"
768 "# ifdef USEVERTEXTEXTUREBLEND\n"
769 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
774 "#else // !MODE_GENERIC\n"
779 "#ifdef MODE_BLOOMBLUR\n"
780 "varying TexCoord;\n"
781 "#ifdef VERTEX_SHADER\n"
784 " gl_FrontColor = gl_Color;\n"
785 " TexCoord = gl_MultiTexCoord0.xy;\n"
786 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
790 "#ifdef FRAGMENT_SHADER\n"
791 "uniform sampler2D Texture_First;\n"
792 "uniform vec4 BloomBlur_Parameters;\n"
797 " vec2 tc = TexCoord;\n"
798 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
799 " tc += BloomBlur_Parameters.xy;\n"
800 " for (i = 1;i < SAMPLES;i++)\n"
802 " color += texture2D(Texture_First, tc).rgb;\n"
803 " tc += BloomBlur_Parameters.xy;\n"
805 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
808 "#else // !MODE_BLOOMBLUR\n"
809 "#ifdef MODE_REFRACTION\n"
810 "varying vec2 TexCoord;\n"
811 "varying vec4 ModelViewProjectionPosition;\n"
812 "uniform mat4 TexMatrix;\n"
813 "#ifdef VERTEX_SHADER\n"
817 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 " ModelViewProjectionPosition = gl_Position;\n"
823 "#ifdef FRAGMENT_SHADER\n"
824 "uniform sampler2D Texture_Normal;\n"
825 "uniform sampler2D Texture_Refraction;\n"
826 "uniform sampler2D Texture_Reflection;\n"
828 "uniform vec4 DistortScaleRefractReflect;\n"
829 "uniform vec4 ScreenScaleRefractReflect;\n"
830 "uniform vec4 ScreenCenterRefractReflect;\n"
831 "uniform vec4 RefractColor;\n"
832 "uniform vec4 ReflectColor;\n"
833 "uniform float ReflectFactor;\n"
834 "uniform float ReflectOffset;\n"
838 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
839 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
840 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
841 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
842 " // FIXME temporary hack to detect the case that the reflection\n"
843 " // gets blackened at edges due to leaving the area that contains actual\n"
845 " // Remove this 'ack once we have a better way to stop this thing from\n"
847 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
848 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
849 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
850 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
851 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
852 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
855 "#else // !MODE_REFRACTION\n"
860 "#ifdef MODE_WATER\n"
861 "varying vec2 TexCoord;\n"
862 "varying vec3 EyeVector;\n"
863 "varying vec4 ModelViewProjectionPosition;\n"
864 "#ifdef VERTEX_SHADER\n"
865 "uniform vec3 EyePosition;\n"
866 "uniform mat4 TexMatrix;\n"
870 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
871 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
872 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
873 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
874 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
875 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
876 " ModelViewProjectionPosition = gl_Position;\n"
880 "#ifdef FRAGMENT_SHADER\n"
881 "uniform sampler2D Texture_Normal;\n"
882 "uniform sampler2D Texture_Refraction;\n"
883 "uniform sampler2D Texture_Reflection;\n"
885 "uniform vec4 DistortScaleRefractReflect;\n"
886 "uniform vec4 ScreenScaleRefractReflect;\n"
887 "uniform vec4 ScreenCenterRefractReflect;\n"
888 "uniform vec4 RefractColor;\n"
889 "uniform vec4 ReflectColor;\n"
890 "uniform float ReflectFactor;\n"
891 "uniform float ReflectOffset;\n"
895 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
896 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
897 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
898 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
899 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
900 " // FIXME temporary hack to detect the case that the reflection\n"
901 " // gets blackened at edges due to leaving the area that contains actual\n"
903 " // Remove this 'ack once we have a better way to stop this thing from\n"
905 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
906 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
907 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
908 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
909 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
910 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
913 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
914 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
915 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
916 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
919 "#else // !MODE_WATER\n"
924 "// common definitions between vertex shader and fragment shader:\n"
926 "varying vec2 TexCoord;\n"
927 "#ifdef USEVERTEXTEXTUREBLEND\n"
928 "varying vec2 TexCoord2;\n"
930 "#ifdef USELIGHTMAP\n"
931 "varying vec2 TexCoordLightmap;\n"
934 "#ifdef MODE_LIGHTSOURCE\n"
935 "varying vec3 CubeVector;\n"
938 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
939 "varying vec3 LightVector;\n"
942 "#ifdef USEEYEVECTOR\n"
943 "varying vec3 EyeVector;\n"
946 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
949 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
950 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
951 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
952 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
955 "#ifdef USEREFLECTION\n"
956 "varying vec4 ModelViewProjectionPosition;\n"
958 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
959 "uniform vec3 LightPosition;\n"
960 "varying vec4 ModelViewPosition;\n"
963 "#ifdef MODE_LIGHTSOURCE\n"
964 "uniform vec3 LightPosition;\n"
966 "uniform vec3 EyePosition;\n"
967 "#ifdef MODE_LIGHTDIRECTION\n"
968 "uniform vec3 LightDir;\n"
970 "uniform vec4 FogPlane;\n"
972 "#ifdef USESHADOWMAPORTHO\n"
973 "varying vec3 ShadowMapTC;\n"
980 "// 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"
982 "// fragment shader specific:\n"
983 "#ifdef FRAGMENT_SHADER\n"
985 "uniform sampler2D Texture_Normal;\n"
986 "uniform sampler2D Texture_Color;\n"
987 "uniform sampler2D Texture_Gloss;\n"
989 "uniform sampler2D Texture_Glow;\n"
991 "#ifdef USEVERTEXTEXTUREBLEND\n"
992 "uniform sampler2D Texture_SecondaryNormal;\n"
993 "uniform sampler2D Texture_SecondaryColor;\n"
994 "uniform sampler2D Texture_SecondaryGloss;\n"
996 "uniform sampler2D Texture_SecondaryGlow;\n"
999 "#ifdef USECOLORMAPPING\n"
1000 "uniform sampler2D Texture_Pants;\n"
1001 "uniform sampler2D Texture_Shirt;\n"
1004 "#ifdef USEFOGHEIGHTTEXTURE\n"
1005 "uniform sampler2D Texture_FogHeightTexture;\n"
1007 "uniform sampler2D Texture_FogMask;\n"
1009 "#ifdef USELIGHTMAP\n"
1010 "uniform sampler2D Texture_Lightmap;\n"
1012 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1013 "uniform sampler2D Texture_Deluxemap;\n"
1015 "#ifdef USEREFLECTION\n"
1016 "uniform sampler2D Texture_Reflection;\n"
1019 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1020 "uniform sampler2D Texture_ScreenDepth;\n"
1021 "uniform sampler2D Texture_ScreenNormalMap;\n"
1023 "#ifdef USEDEFERREDLIGHTMAP\n"
1024 "uniform sampler2D Texture_ScreenDiffuse;\n"
1025 "uniform sampler2D Texture_ScreenSpecular;\n"
1028 "uniform myhalf3 Color_Pants;\n"
1029 "uniform myhalf3 Color_Shirt;\n"
1030 "uniform myhalf3 FogColor;\n"
1033 "uniform float FogRangeRecip;\n"
1034 "uniform float FogPlaneViewDist;\n"
1035 "uniform float FogHeightFade;\n"
1036 "vec3 FogVertex(vec3 surfacecolor)\n"
1038 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1039 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1041 "#ifdef USEFOGHEIGHTTEXTURE\n"
1042 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1043 " fogfrac = fogheightpixel.a;\n"
1044 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1046 "# ifdef USEFOGOUTSIDE\n"
1047 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1049 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1051 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1056 "#ifdef USEOFFSETMAPPING\n"
1057 "uniform float OffsetMapping_Scale;\n"
1058 "vec2 OffsetMapping(vec2 TexCoord)\n"
1060 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1061 " // 14 sample relief mapping: linear search and then binary search\n"
1062 " // this basically steps forward a small amount repeatedly until it finds\n"
1063 " // itself inside solid, then jitters forward and back using decreasing\n"
1064 " // amounts to find the impact\n"
1065 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1066 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1067 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1068 " vec3 RT = vec3(TexCoord, 1);\n"
1069 " OffsetVector *= 0.1;\n"
1070 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1071 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1072 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1073 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1074 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1075 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1076 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1077 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1078 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1079 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1080 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1081 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1082 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1083 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1086 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1087 " // this basically moves forward the full distance, and then backs up based\n"
1088 " // on height of samples\n"
1089 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1090 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1091 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1092 " TexCoord += OffsetVector;\n"
1093 " OffsetVector *= 0.333;\n"
1094 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1095 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1096 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1097 " return TexCoord;\n"
1100 "#endif // USEOFFSETMAPPING\n"
1102 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1103 "uniform sampler2D Texture_Attenuation;\n"
1104 "uniform samplerCube Texture_Cube;\n"
1107 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1109 "#ifdef USESHADOWMAPRECT\n"
1110 "# ifdef USESHADOWSAMPLER\n"
1111 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1113 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1117 "#ifdef USESHADOWMAP2D\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1119 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1121 "uniform sampler2D Texture_ShadowMap2D;\n"
1125 "#ifdef USESHADOWMAPVSDCT\n"
1126 "uniform samplerCube Texture_CubeProjection;\n"
1129 "#ifdef USESHADOWMAPCUBE\n"
1130 "# ifdef USESHADOWSAMPLER\n"
1131 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1133 "uniform samplerCube Texture_ShadowMapCube;\n"
1137 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1138 "uniform vec2 ShadowMap_TextureScale;\n"
1139 "uniform vec4 ShadowMap_Parameters;\n"
1142 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1143 "# ifdef USESHADOWMAPORTHO\n"
1144 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1146 "# ifdef USESHADOWMAPVSDCT\n"
1147 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1149 " vec3 adir = abs(dir);\n"
1150 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1151 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1152 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1155 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1157 " vec3 adir = abs(dir);\n"
1158 " float ma = adir.z;\n"
1159 " vec4 proj = vec4(dir, 2.5);\n"
1160 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1161 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1162 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1163 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1167 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1169 "#ifdef USESHADOWMAPCUBE\n"
1170 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1172 " vec3 adir = abs(dir);\n"
1173 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1177 "# ifdef USESHADOWMAPRECT\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1180 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1184 "# ifdef USESHADOWMAPPCF\n"
1185 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1186 " 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"
1188 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1193 "# ifdef USESHADOWMAPPCF\n"
1194 "# if USESHADOWMAPPCF > 1\n"
1195 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1196 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " 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"
1201 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1204 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1205 " vec2 offset = fract(shadowmaptc.xy);\n"
1206 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1207 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1208 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1209 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1210 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1213 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1217 "# ifdef USESHADOWMAPORTHO\n"
1218 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1225 "# ifdef USESHADOWMAP2D\n"
1226 "float ShadowMapCompare(vec3 dir)\n"
1228 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1231 "# ifdef USESHADOWSAMPLER\n"
1232 "# ifdef USESHADOWMAPPCF\n"
1233 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1234 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1235 " 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"
1237 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1240 "# ifdef USESHADOWMAPPCF\n"
1241 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1242 "# ifdef GL_ARB_texture_gather\n"
1243 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1245 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1247 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1248 "# if USESHADOWMAPPCF > 1\n"
1249 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1250 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1251 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1252 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1253 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1254 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1255 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1256 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1257 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1258 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1259 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1260 " locols.yz += group2.ab;\n"
1261 " hicols.yz += group8.rg;\n"
1262 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1263 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1264 " mix(locols, hicols, offset.y);\n"
1265 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1266 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1267 " f = dot(cols, vec4(1.0/25.0));\n"
1269 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1270 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1271 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1272 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1273 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1274 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1275 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1278 "# ifdef GL_EXT_gpu_shader4\n"
1279 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1281 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1283 "# if USESHADOWMAPPCF > 1\n"
1284 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1285 " center *= ShadowMap_TextureScale;\n"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1291 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1293 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1294 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1295 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1296 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1297 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1298 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1302 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1305 "# ifdef USESHADOWMAPORTHO\n"
1306 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1313 "# ifdef USESHADOWMAPCUBE\n"
1314 "float ShadowMapCompare(vec3 dir)\n"
1316 " // apply depth texture cubemap as light filter\n"
1317 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1319 "# ifdef USESHADOWSAMPLER\n"
1320 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1322 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1327 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1328 "#endif // FRAGMENT_SHADER\n"
1333 "#ifdef MODE_DEFERREDGEOMETRY\n"
1334 "#ifdef VERTEX_SHADER\n"
1335 "uniform mat4 TexMatrix;\n"
1336 "#ifdef USEVERTEXTEXTUREBLEND\n"
1337 "uniform mat4 BackgroundTexMatrix;\n"
1339 "uniform mat4 ModelViewMatrix;\n"
1342 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1343 "#ifdef USEVERTEXTEXTUREBLEND\n"
1344 " gl_FrontColor = gl_Color;\n"
1345 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1348 " // transform unnormalized eye direction into tangent space\n"
1349 "#ifdef USEOFFSETMAPPING\n"
1350 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1351 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1352 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1353 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1356 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1357 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1358 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1359 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1361 "#endif // VERTEX_SHADER\n"
1363 "#ifdef FRAGMENT_SHADER\n"
1366 "#ifdef USEOFFSETMAPPING\n"
1367 " // apply offsetmapping\n"
1368 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1369 "#define TexCoord TexCoordOffset\n"
1372 "#ifdef USEALPHAKILL\n"
1373 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1377 "#ifdef USEVERTEXTEXTUREBLEND\n"
1378 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1379 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1380 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1381 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1384 "#ifdef USEVERTEXTEXTUREBLEND\n"
1385 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1386 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1388 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1389 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1392 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1394 "#endif // FRAGMENT_SHADER\n"
1395 "#else // !MODE_DEFERREDGEOMETRY\n"
1400 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1401 "#ifdef VERTEX_SHADER\n"
1402 "uniform mat4 ModelViewMatrix;\n"
1405 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1406 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1408 "#endif // VERTEX_SHADER\n"
1410 "#ifdef FRAGMENT_SHADER\n"
1411 "uniform mat4 ViewToLight;\n"
1412 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1413 "uniform vec2 ScreenToDepth;\n"
1414 "uniform myhalf3 DeferredColor_Ambient;\n"
1415 "uniform myhalf3 DeferredColor_Diffuse;\n"
1416 "#ifdef USESPECULAR\n"
1417 "uniform myhalf3 DeferredColor_Specular;\n"
1418 "uniform myhalf SpecularPower;\n"
1420 "uniform myhalf2 PixelToScreenTexCoord;\n"
1423 " // calculate viewspace pixel position\n"
1424 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1426 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1427 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1428 " // decode viewspace pixel normal\n"
1429 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1430 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1431 " // surfacenormal = pixel normal in viewspace\n"
1432 " // LightVector = pixel to light in viewspace\n"
1433 " // CubeVector = position in lightspace\n"
1434 " // eyevector = pixel to view in viewspace\n"
1435 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1436 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1437 "#ifdef USEDIFFUSE\n"
1438 " // calculate diffuse shading\n"
1439 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1440 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1442 "#ifdef USESPECULAR\n"
1443 " // calculate directional shading\n"
1444 " vec3 eyevector = position * -1.0;\n"
1445 "# ifdef USEEXACTSPECULARMATH\n"
1446 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1448 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1449 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1453 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1454 " fade *= ShadowMapCompare(CubeVector);\n"
1457 "#ifdef USEDIFFUSE\n"
1458 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1460 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1462 "#ifdef USESPECULAR\n"
1463 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1465 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1468 "# ifdef USECUBEFILTER\n"
1469 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1470 " gl_FragData[0].rgb *= cubecolor;\n"
1471 " gl_FragData[1].rgb *= cubecolor;\n"
1474 "#endif // FRAGMENT_SHADER\n"
1475 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1480 "#ifdef VERTEX_SHADER\n"
1481 "uniform mat4 TexMatrix;\n"
1482 "#ifdef USEVERTEXTEXTUREBLEND\n"
1483 "uniform mat4 BackgroundTexMatrix;\n"
1485 "#ifdef MODE_LIGHTSOURCE\n"
1486 "uniform mat4 ModelToLight;\n"
1488 "#ifdef USESHADOWMAPORTHO\n"
1489 "uniform mat4 ShadowMapMatrix;\n"
1493 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1494 " gl_FrontColor = gl_Color;\n"
1496 " // copy the surface texcoord\n"
1497 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1498 "#ifdef USEVERTEXTEXTUREBLEND\n"
1499 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1501 "#ifdef USELIGHTMAP\n"
1502 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1505 "#ifdef MODE_LIGHTSOURCE\n"
1506 " // transform vertex position into light attenuation/cubemap space\n"
1507 " // (-1 to +1 across the light box)\n"
1508 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1510 "# ifdef USEDIFFUSE\n"
1511 " // transform unnormalized light direction into tangent space\n"
1512 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1513 " // normalize it per pixel)\n"
1514 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1515 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1516 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1517 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1521 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1522 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1523 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1524 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1527 " // transform unnormalized eye direction into tangent space\n"
1528 "#ifdef USEEYEVECTOR\n"
1529 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1530 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1531 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1532 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1536 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1537 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1540 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1541 " VectorS = gl_MultiTexCoord1.xyz;\n"
1542 " VectorT = gl_MultiTexCoord2.xyz;\n"
1543 " VectorR = gl_MultiTexCoord3.xyz;\n"
1546 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1549 "#ifdef USESHADOWMAPORTHO\n"
1550 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1553 "#ifdef USEREFLECTION\n"
1554 " ModelViewProjectionPosition = gl_Position;\n"
1557 "#endif // VERTEX_SHADER\n"
1562 "#ifdef FRAGMENT_SHADER\n"
1563 "#ifdef USEDEFERREDLIGHTMAP\n"
1564 "uniform myhalf2 PixelToScreenTexCoord;\n"
1565 "uniform myhalf3 DeferredMod_Diffuse;\n"
1566 "uniform myhalf3 DeferredMod_Specular;\n"
1568 "uniform myhalf3 Color_Ambient;\n"
1569 "uniform myhalf3 Color_Diffuse;\n"
1570 "uniform myhalf3 Color_Specular;\n"
1571 "uniform myhalf SpecularPower;\n"
1573 "uniform myhalf3 Color_Glow;\n"
1575 "uniform myhalf Alpha;\n"
1576 "#ifdef USEREFLECTION\n"
1577 "uniform vec4 DistortScaleRefractReflect;\n"
1578 "uniform vec4 ScreenScaleRefractReflect;\n"
1579 "uniform vec4 ScreenCenterRefractReflect;\n"
1580 "uniform myhalf4 ReflectColor;\n"
1582 "#ifdef USEREFLECTCUBE\n"
1583 "uniform mat4 ModelToReflectCube;\n"
1584 "uniform sampler2D Texture_ReflectMask;\n"
1585 "uniform samplerCube Texture_ReflectCube;\n"
1587 "#ifdef MODE_LIGHTDIRECTION\n"
1588 "uniform myhalf3 LightColor;\n"
1590 "#ifdef MODE_LIGHTSOURCE\n"
1591 "uniform myhalf3 LightColor;\n"
1595 "#ifdef USEOFFSETMAPPING\n"
1596 " // apply offsetmapping\n"
1597 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1598 "#define TexCoord TexCoordOffset\n"
1601 " // combine the diffuse textures (base, pants, shirt)\n"
1602 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1603 "#ifdef USEALPHAKILL\n"
1604 " if (color.a < 0.5)\n"
1607 " color.a *= Alpha;\n"
1608 "#ifdef USECOLORMAPPING\n"
1609 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1611 "#ifdef USEVERTEXTEXTUREBLEND\n"
1612 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1613 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1614 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1615 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1617 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1620 " // get the surface normal\n"
1621 "#ifdef USEVERTEXTEXTUREBLEND\n"
1622 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1624 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1627 " // get the material colors\n"
1628 " myhalf3 diffusetex = color.rgb;\n"
1629 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1630 "# ifdef USEVERTEXTEXTUREBLEND\n"
1631 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1633 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1637 "#ifdef USEREFLECTCUBE\n"
1638 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1639 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1640 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1641 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1647 "#ifdef MODE_LIGHTSOURCE\n"
1648 " // light source\n"
1649 "#ifdef USEDIFFUSE\n"
1650 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1651 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1652 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1653 "#ifdef USESPECULAR\n"
1654 "#ifdef USEEXACTSPECULARMATH\n"
1655 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1657 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1658 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1660 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1663 " color.rgb = diffusetex * Color_Ambient;\n"
1665 " color.rgb *= LightColor;\n"
1666 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1667 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1668 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1670 "# ifdef USECUBEFILTER\n"
1671 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1673 "#endif // MODE_LIGHTSOURCE\n"
1678 "#ifdef MODE_LIGHTDIRECTION\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 "#define lightcolor LightColor\n"
1684 "#endif // MODE_LIGHTDIRECTION\n"
1685 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1687 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1688 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1689 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1690 " // convert modelspace light vector to tangentspace\n"
1691 " myhalf3 lightnormal;\n"
1692 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1693 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1694 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1695 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1696 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1697 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1698 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1699 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1700 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1701 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1702 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1703 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1704 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1705 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1706 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1708 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1709 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1710 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1716 "#ifdef MODE_LIGHTMAP\n"
1717 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1718 "#endif // MODE_LIGHTMAP\n"
1719 "#ifdef MODE_VERTEXCOLOR\n"
1720 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1721 "#endif // MODE_VERTEXCOLOR\n"
1722 "#ifdef MODE_FLATCOLOR\n"
1723 " color.rgb = diffusetex * Color_Ambient;\n"
1724 "#endif // MODE_FLATCOLOR\n"
1730 "# ifdef USEDIFFUSE\n"
1731 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1732 "# ifdef USESPECULAR\n"
1733 "# ifdef USEEXACTSPECULARMATH\n"
1734 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1736 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1737 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1739 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1741 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1744 " color.rgb = diffusetex * Color_Ambient;\n"
1748 "#ifdef USESHADOWMAPORTHO\n"
1749 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1752 "#ifdef USEDEFERREDLIGHTMAP\n"
1753 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1754 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1755 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1759 "#ifdef USEVERTEXTEXTUREBLEND\n"
1760 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1762 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1767 " color.rgb = FogVertex(color.rgb);\n"
1770 " // 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"
1771 "#ifdef USEREFLECTION\n"
1772 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1773 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1774 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1775 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1776 " // FIXME temporary hack to detect the case that the reflection\n"
1777 " // gets blackened at edges due to leaving the area that contains actual\n"
1779 " // Remove this 'ack once we have a better way to stop this thing from\n"
1781 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1782 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1783 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1784 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1785 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1786 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1789 " gl_FragColor = vec4(color);\n"
1791 "#endif // FRAGMENT_SHADER\n"
1793 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1794 "#endif // !MODE_DEFERREDGEOMETRY\n"
1795 "#endif // !MODE_WATER\n"
1796 "#endif // !MODE_REFRACTION\n"
1797 "#endif // !MODE_BLOOMBLUR\n"
1798 "#endif // !MODE_GENERIC\n"
1799 "#endif // !MODE_POSTPROCESS\n"
1800 "#endif // !MODE_SHOWDEPTH\n"
1801 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1805 =========================================================================================================================================================
1809 =========================================================================================================================================================
1813 =========================================================================================================================================================
1817 =========================================================================================================================================================
1821 =========================================================================================================================================================
1825 =========================================================================================================================================================
1829 =========================================================================================================================================================
1832 const char *builtincgshaderstring =
1833 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1834 "// written by Forest 'LordHavoc' Hale\n"
1835 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1837 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1838 "#if defined(USEREFLECTION)\n"
1839 "#undef USESHADOWMAPORTHO\n"
1842 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1845 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1846 "#define USELIGHTMAP\n"
1848 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1849 "#define USEEYEVECTOR\n"
1852 "#ifdef FRAGMENT_SHADER\n"
1853 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1856 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1857 "#ifdef VERTEX_SHADER\n"
1860 "float4 gl_Vertex : POSITION,\n"
1861 "uniform float4x4 ModelViewProjectionMatrix,\n"
1862 "out float4 gl_Position : POSITION\n"
1865 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1868 "#else // !MODE_DEPTH_ORSHADOW\n"
1873 "#ifdef MODE_SHOWDEPTH\n"
1874 "#ifdef VERTEX_SHADER\n"
1877 "float4 gl_Vertex : POSITION,\n"
1878 "uniform float4x4 ModelViewProjectionMatrix,\n"
1879 "out float4 gl_Position : POSITION,\n"
1880 "out float4 gl_FrontColor : COLOR0\n"
1883 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1884 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1888 "#ifdef FRAGMENT_SHADER\n"
1891 "float4 gl_FrontColor : COLOR0,\n"
1892 "out float4 gl_FragColor : COLOR\n"
1895 " gl_FragColor = gl_FrontColor;\n"
1898 "#else // !MODE_SHOWDEPTH\n"
1903 "#ifdef MODE_POSTPROCESS\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1911 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float2 TexCoord1 : TEXCOORD0,\n"
1914 "out float2 TexCoord2 : TEXCOORD1\n"
1917 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1918 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1920 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1925 "#ifdef FRAGMENT_SHADER\n"
1928 "float2 TexCoord1 : TEXCOORD0,\n"
1929 "float2 TexCoord2 : TEXCOORD1,\n"
1930 "uniform sampler2D Texture_First,\n"
1932 "uniform sampler2D Texture_Second,\n"
1934 "#ifdef USEGAMMARAMPS\n"
1935 "uniform sampler2D Texture_GammaRamps,\n"
1937 "#ifdef USESATURATION\n"
1938 "uniform float Saturation,\n"
1940 "#ifdef USEVIEWTINT\n"
1941 "uniform float4 ViewTintColor,\n"
1943 "uniform float4 UserVec1,\n"
1944 "uniform float4 UserVec2,\n"
1945 "uniform float4 UserVec3,\n"
1946 "uniform float4 UserVec4,\n"
1947 "uniform float ClientTime,\n"
1948 "uniform float2 PixelSize,\n"
1949 "out float4 gl_FragColor : COLOR\n"
1952 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1954 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1956 "#ifdef USEVIEWTINT\n"
1957 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1960 "#ifdef USEPOSTPROCESSING\n"
1961 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1962 "// 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"
1963 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1964 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1965 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1966 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1967 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1968 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1971 "#ifdef USESATURATION\n"
1972 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1973 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1974 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1975 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1978 "#ifdef USEGAMMARAMPS\n"
1979 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1980 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1981 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1985 "#else // !MODE_POSTPROCESS\n"
1990 "#ifdef MODE_GENERIC\n"
1991 "#ifdef VERTEX_SHADER\n"
1994 "float4 gl_Vertex : POSITION,\n"
1995 "uniform float4x4 ModelViewProjectionMatrix,\n"
1996 "float4 gl_Color : COLOR0,\n"
1997 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1998 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1999 "out float4 gl_Position : POSITION,\n"
2000 "out float4 gl_FrontColor : COLOR,\n"
2001 "out float2 TexCoord1 : TEXCOORD0,\n"
2002 "out float2 TexCoord2 : TEXCOORD1\n"
2005 " gl_FrontColor = gl_Color;\n"
2006 "#ifdef USEDIFFUSE\n"
2007 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2009 "#ifdef USESPECULAR\n"
2010 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2012 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2016 "#ifdef FRAGMENT_SHADER\n"
2020 "float4 gl_FrontColor : COLOR,\n"
2021 "float2 TexCoord1 : TEXCOORD0,\n"
2022 "float2 TexCoord2 : TEXCOORD1,\n"
2023 "#ifdef USEDIFFUSE\n"
2024 "uniform sampler2D Texture_First,\n"
2026 "#ifdef USESPECULAR\n"
2027 "uniform sampler2D Texture_Second,\n"
2029 "out float4 gl_FragColor : COLOR\n"
2032 " gl_FragColor = gl_FrontColor;\n"
2033 "#ifdef USEDIFFUSE\n"
2034 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2037 "#ifdef USESPECULAR\n"
2038 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2039 "# ifdef USECOLORMAPPING\n"
2040 " gl_FragColor *= tex2;\n"
2043 " gl_FragColor += tex2;\n"
2045 "# ifdef USEVERTEXTEXTUREBLEND\n"
2046 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2051 "#else // !MODE_GENERIC\n"
2056 "#ifdef MODE_BLOOMBLUR\n"
2057 "#ifdef VERTEX_SHADER\n"
2060 "float4 gl_Vertex : POSITION,\n"
2061 "uniform float4x4 ModelViewProjectionMatrix,\n"
2062 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2063 "out float4 gl_Position : POSITION,\n"
2064 "out float2 TexCoord : TEXCOORD0\n"
2067 " TexCoord = gl_MultiTexCoord0.xy;\n"
2068 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2072 "#ifdef FRAGMENT_SHADER\n"
2076 "float2 TexCoord : TEXCOORD0,\n"
2077 "uniform sampler2D Texture_First,\n"
2078 "uniform float4 BloomBlur_Parameters,\n"
2079 "out float4 gl_FragColor : COLOR\n"
2083 " float2 tc = TexCoord;\n"
2084 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2085 " tc += BloomBlur_Parameters.xy;\n"
2086 " for (i = 1;i < SAMPLES;i++)\n"
2088 " color += tex2D(Texture_First, tc).rgb;\n"
2089 " tc += BloomBlur_Parameters.xy;\n"
2091 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2094 "#else // !MODE_BLOOMBLUR\n"
2095 "#ifdef MODE_REFRACTION\n"
2096 "#ifdef VERTEX_SHADER\n"
2099 "float4 gl_Vertex : POSITION,\n"
2100 "uniform float4x4 ModelViewProjectionMatrix,\n"
2101 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2102 "uniform float4x4 TexMatrix,\n"
2103 "uniform float3 EyePosition,\n"
2104 "out float4 gl_Position : POSITION,\n"
2105 "out float2 TexCoord : TEXCOORD0,\n"
2106 "out float3 EyeVector : TEXCOORD1,\n"
2107 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2110 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2111 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2112 " ModelViewProjectionPosition = gl_Position;\n"
2116 "#ifdef FRAGMENT_SHADER\n"
2119 "float2 TexCoord : TEXCOORD0,\n"
2120 "float3 EyeVector : TEXCOORD1,\n"
2121 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2122 "uniform sampler2D Texture_Normal,\n"
2123 "uniform sampler2D Texture_Refraction,\n"
2124 "uniform sampler2D Texture_Reflection,\n"
2125 "uniform float4 DistortScaleRefractReflect,\n"
2126 "uniform float4 ScreenScaleRefractReflect,\n"
2127 "uniform float4 ScreenCenterRefractReflect,\n"
2128 "uniform float4 RefractColor,\n"
2129 "out float4 gl_FragColor : COLOR\n"
2132 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2133 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2134 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2135 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2136 " // FIXME temporary hack to detect the case that the reflection\n"
2137 " // gets blackened at edges due to leaving the area that contains actual\n"
2139 " // Remove this 'ack once we have a better way to stop this thing from\n"
2141 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2142 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2143 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2144 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2145 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2146 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2149 "#else // !MODE_REFRACTION\n"
2154 "#ifdef MODE_WATER\n"
2155 "#ifdef VERTEX_SHADER\n"
2159 "float4 gl_Vertex : POSITION,\n"
2160 "uniform float4x4 ModelViewProjectionMatrix,\n"
2161 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2162 "uniform float4x4 TexMatrix,\n"
2163 "uniform float3 EyePosition,\n"
2164 "out float4 gl_Position : POSITION,\n"
2165 "out float2 TexCoord : TEXCOORD0,\n"
2166 "out float3 EyeVector : TEXCOORD1,\n"
2167 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2170 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2171 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2172 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2173 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2174 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2175 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 " ModelViewProjectionPosition = gl_Position;\n"
2180 "#ifdef FRAGMENT_SHADER\n"
2183 "float2 TexCoord : TEXCOORD0,\n"
2184 "float3 EyeVector : TEXCOORD1,\n"
2185 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2186 "uniform sampler2D Texture_Normal,\n"
2187 "uniform sampler2D Texture_Refraction,\n"
2188 "uniform sampler2D Texture_Reflection,\n"
2189 "uniform float4 DistortScaleRefractReflect,\n"
2190 "uniform float4 ScreenScaleRefractReflect,\n"
2191 "uniform float4 ScreenCenterRefractReflect,\n"
2192 "uniform float4 RefractColor,\n"
2193 "uniform float4 ReflectColor,\n"
2194 "uniform float ReflectFactor,\n"
2195 "uniform float ReflectOffset,\n"
2196 "out float4 gl_FragColor : COLOR\n"
2199 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2200 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2201 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2202 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2203 " // FIXME temporary hack to detect the case that the reflection\n"
2204 " // gets blackened at edges due to leaving the area that contains actual\n"
2206 " // Remove this 'ack once we have a better way to stop this thing from\n"
2208 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2209 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2210 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2211 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2212 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2213 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2216 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2217 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2218 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2219 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2222 "#else // !MODE_WATER\n"
2227 "// 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"
2229 "// fragment shader specific:\n"
2230 "#ifdef FRAGMENT_SHADER\n"
2233 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2236 "#ifdef USEFOGHEIGHTTEXTURE\n"
2237 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2238 " fogfrac = fogheightpixel.a;\n"
2239 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2241 "# ifdef USEFOGOUTSIDE\n"
2242 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2244 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2246 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2251 "#ifdef USEOFFSETMAPPING\n"
2252 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2254 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2255 " // 14 sample relief mapping: linear search and then binary search\n"
2256 " // this basically steps forward a small amount repeatedly until it finds\n"
2257 " // itself inside solid, then jitters forward and back using decreasing\n"
2258 " // amounts to find the impact\n"
2259 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2260 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2261 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2262 " float3 RT = float3(TexCoord, 1);\n"
2263 " OffsetVector *= 0.1;\n"
2264 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2265 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2266 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2267 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2268 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2269 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2270 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2271 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2272 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2273 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2274 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2275 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2276 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2277 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2280 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2281 " // this basically moves forward the full distance, and then backs up based\n"
2282 " // on height of samples\n"
2283 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2284 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2285 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2286 " TexCoord += OffsetVector;\n"
2287 " OffsetVector *= 0.333;\n"
2288 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2289 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2290 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2291 " return TexCoord;\n"
2294 "#endif // USEOFFSETMAPPING\n"
2296 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2297 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2298 "# ifdef USESHADOWMAPORTHO\n"
2299 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2301 "# ifdef USESHADOWMAPVSDCT\n"
2302 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2304 " float3 adir = abs(dir);\n"
2305 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2306 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2307 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2310 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2312 " float3 adir = abs(dir);\n"
2313 " float ma = adir.z;\n"
2314 " float4 proj = float4(dir, 2.5);\n"
2315 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2316 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2317 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2318 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2322 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2324 "#ifdef USESHADOWMAPCUBE\n"
2325 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2327 " float3 adir = abs(dir);\n"
2328 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2332 "# ifdef USESHADOWMAPRECT\n"
2333 "#ifdef USESHADOWMAPVSDCT\n"
2334 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2339 "#ifdef USESHADOWMAPVSDCT\n"
2340 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2342 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2345 "# ifdef USESHADOWSAMPLER\n"
2347 "# ifdef USESHADOWMAPPCF\n"
2348 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2349 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2351 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2356 "# ifdef USESHADOWMAPPCF\n"
2357 "# if USESHADOWMAPPCF > 1\n"
2358 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2359 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2360 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2361 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2362 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2363 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2364 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2365 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2367 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2368 " float2 offset = frac(shadowmaptc.xy);\n"
2369 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2370 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2371 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2372 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2373 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2376 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2380 "# ifdef USESHADOWMAPORTHO\n"
2381 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2388 "# ifdef USESHADOWMAP2D\n"
2389 "#ifdef USESHADOWMAPVSDCT\n"
2390 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2392 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2395 "#ifdef USESHADOWMAPVSDCT\n"
2396 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2398 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2402 "# ifdef USESHADOWSAMPLER\n"
2403 "# ifdef USESHADOWMAPPCF\n"
2404 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2405 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2406 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2408 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2411 "# ifdef USESHADOWMAPPCF\n"
2412 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2413 "# ifdef GL_ARB_texture_gather\n"
2414 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2416 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2418 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2419 " center *= ShadowMap_TextureScale;\n"
2420 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2421 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2422 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2423 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2424 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2425 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2426 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2428 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2429 "# if USESHADOWMAPPCF > 1\n"
2430 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2431 " center *= ShadowMap_TextureScale;\n"
2432 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2433 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2434 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2435 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2436 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2437 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2439 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2440 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2441 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2442 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2443 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2444 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2448 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2451 "# ifdef USESHADOWMAPORTHO\n"
2452 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2459 "# ifdef USESHADOWMAPCUBE\n"
2460 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2462 " // apply depth texture cubemap as light filter\n"
2463 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2465 "# ifdef USESHADOWSAMPLER\n"
2466 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2468 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2473 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2474 "#endif // FRAGMENT_SHADER\n"
2479 "#ifdef MODE_DEFERREDGEOMETRY\n"
2480 "#ifdef VERTEX_SHADER\n"
2483 "float4 gl_Vertex : POSITION,\n"
2484 "uniform float4x4 ModelViewProjectionMatrix,\n"
2485 "#ifdef USEVERTEXTEXTUREBLEND\n"
2486 "float4 gl_Color : COLOR0,\n"
2488 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2489 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2490 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2491 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2492 "uniform float4x4 TexMatrix,\n"
2493 "#ifdef USEVERTEXTEXTUREBLEND\n"
2494 "uniform float4x4 BackgroundTexMatrix,\n"
2496 "uniform float4x4 ModelViewMatrix,\n"
2497 "#ifdef USEOFFSETMAPPING\n"
2498 "uniform float3 EyePosition,\n"
2500 "out float4 gl_Position : POSITION,\n"
2501 "out float4 gl_FrontColor : COLOR,\n"
2502 "out float4 TexCoordBoth : TEXCOORD0,\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "out float3 EyeVector : TEXCOORD2,\n"
2506 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2507 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2508 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2511 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 " gl_FrontColor = gl_Color;\n"
2514 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2517 " // transform unnormalized eye direction into tangent space\n"
2518 "#ifdef USEOFFSETMAPPING\n"
2519 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2520 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2521 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2522 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2525 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2526 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2527 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2528 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2530 "#endif // VERTEX_SHADER\n"
2532 "#ifdef FRAGMENT_SHADER\n"
2535 "float4 TexCoordBoth : TEXCOORD0,\n"
2536 "float3 EyeVector : TEXCOORD2,\n"
2537 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2540 "uniform sampler2D Texture_Normal,\n"
2541 "#ifdef USEALPHAKILL\n"
2542 "uniform sampler2D Texture_Color,\n"
2544 "uniform sampler2D Texture_Gloss,\n"
2545 "#ifdef USEVERTEXTEXTUREBLEND\n"
2546 "uniform sampler2D Texture_SecondaryNormal,\n"
2547 "uniform sampler2D Texture_SecondaryGloss,\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "uniform float OffsetMapping_Scale,\n"
2552 "uniform half SpecularPower,\n"
2553 "out float4 gl_FragColor : COLOR\n"
2556 " float2 TexCoord = TexCoordBoth.xy;\n"
2557 "#ifdef USEOFFSETMAPPING\n"
2558 " // apply offsetmapping\n"
2559 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2560 "#define TexCoord TexCoordOffset\n"
2563 "#ifdef USEALPHAKILL\n"
2564 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2568 "#ifdef USEVERTEXTEXTUREBLEND\n"
2569 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2570 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2571 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2572 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2577 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2579 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2580 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2583 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2585 "#endif // FRAGMENT_SHADER\n"
2586 "#else // !MODE_DEFERREDGEOMETRY\n"
2591 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2592 "#ifdef VERTEX_SHADER\n"
2595 "float4 gl_Vertex : POSITION,\n"
2596 "uniform float4x4 ModelViewProjectionMatrix,\n"
2597 "uniform float4x4 ModelViewMatrix,\n"
2598 "out float4 gl_Position : POSITION,\n"
2599 "out float4 ModelViewPosition : TEXCOORD0\n"
2602 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2603 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2605 "#endif // VERTEX_SHADER\n"
2607 "#ifdef FRAGMENT_SHADER\n"
2610 "float2 Pixel : WPOS,\n"
2611 "float4 ModelViewPosition : TEXCOORD0,\n"
2612 "uniform float4x4 ViewToLight,\n"
2613 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2614 "uniform float3 LightPosition,\n"
2615 "uniform half2 PixelToScreenTexCoord,\n"
2616 "uniform half3 DeferredColor_Ambient,\n"
2617 "uniform half3 DeferredColor_Diffuse,\n"
2618 "#ifdef USESPECULAR\n"
2619 "uniform half3 DeferredColor_Specular,\n"
2620 "uniform half SpecularPower,\n"
2622 "uniform sampler2D Texture_Attenuation,\n"
2623 "uniform sampler2D Texture_ScreenDepth,\n"
2624 "uniform sampler2D Texture_ScreenNormalMap,\n"
2626 "#ifdef USECUBEFILTER\n"
2627 "uniform samplerCUBE Texture_Cube,\n"
2630 "#ifdef USESHADOWMAPRECT\n"
2631 "# ifdef USESHADOWSAMPLER\n"
2632 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2634 "uniform samplerRECT Texture_ShadowMapRect,\n"
2638 "#ifdef USESHADOWMAP2D\n"
2639 "# ifdef USESHADOWSAMPLER\n"
2640 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2642 "uniform sampler2D Texture_ShadowMap2D,\n"
2646 "#ifdef USESHADOWMAPVSDCT\n"
2647 "uniform samplerCUBE Texture_CubeProjection,\n"
2650 "#ifdef USESHADOWMAPCUBE\n"
2651 "# ifdef USESHADOWSAMPLER\n"
2652 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2654 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2658 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2659 "uniform float2 ShadowMap_TextureScale,\n"
2660 "uniform float4 ShadowMap_Parameters,\n"
2663 "out float4 gl_FragData0 : COLOR0,\n"
2664 "out float4 gl_FragData1 : COLOR1\n"
2667 " // calculate viewspace pixel position\n"
2668 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2669 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2670 " float3 position;\n"
2671 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2672 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2673 " // decode viewspace pixel normal\n"
2674 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2675 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2676 " // surfacenormal = pixel normal in viewspace\n"
2677 " // LightVector = pixel to light in viewspace\n"
2678 " // CubeVector = position in lightspace\n"
2679 " // eyevector = pixel to view in viewspace\n"
2680 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2681 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2682 "#ifdef USEDIFFUSE\n"
2683 " // calculate diffuse shading\n"
2684 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2685 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2687 "#ifdef USESPECULAR\n"
2688 " // calculate directional shading\n"
2689 " float3 eyevector = position * -1.0;\n"
2690 "# ifdef USEEXACTSPECULARMATH\n"
2691 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2693 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2694 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2698 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2699 " fade *= ShadowMapCompare(CubeVector,\n"
2700 "# if defined(USESHADOWMAP2D)\n"
2701 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2703 "# if defined(USESHADOWMAPRECT)\n"
2704 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2706 "# if defined(USESHADOWMAPCUBE)\n"
2707 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2710 "#ifdef USESHADOWMAPVSDCT\n"
2711 ", Texture_CubeProjection\n"
2716 "#ifdef USEDIFFUSE\n"
2717 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2719 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2721 "#ifdef USESPECULAR\n"
2722 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2724 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2727 "# ifdef USECUBEFILTER\n"
2728 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2729 " gl_FragData0.rgb *= cubecolor;\n"
2730 " gl_FragData1.rgb *= cubecolor;\n"
2733 "#endif // FRAGMENT_SHADER\n"
2734 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2739 "#ifdef VERTEX_SHADER\n"
2742 "float4 gl_Vertex : POSITION,\n"
2743 "uniform float4x4 ModelViewProjectionMatrix,\n"
2744 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2745 "float4 gl_Color : COLOR0,\n"
2747 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2748 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2749 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2750 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2751 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2753 "uniform float3 EyePosition,\n"
2754 "uniform float4x4 TexMatrix,\n"
2755 "#ifdef USEVERTEXTEXTUREBLEND\n"
2756 "uniform float4x4 BackgroundTexMatrix,\n"
2758 "#ifdef MODE_LIGHTSOURCE\n"
2759 "uniform float4x4 ModelToLight,\n"
2761 "#ifdef MODE_LIGHTSOURCE\n"
2762 "uniform float3 LightPosition,\n"
2764 "#ifdef MODE_LIGHTDIRECTION\n"
2765 "uniform float3 LightDir,\n"
2767 "uniform float4 FogPlane,\n"
2768 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2769 "uniform float3 LightPosition,\n"
2771 "#ifdef USESHADOWMAPORTHO\n"
2772 "uniform float4x4 ShadowMapMatrix,\n"
2775 "out float4 gl_FrontColor : COLOR,\n"
2776 "out float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "out float3 EyeVector : TEXCOORD2,\n"
2783 "#ifdef USEREFLECTION\n"
2784 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2787 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "out float3 LightVector : TEXCOORD1,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "out float3 CubeVector : TEXCOORD3,\n"
2795 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2796 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2797 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2798 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2800 "#ifdef USESHADOWMAPORTHO\n"
2801 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2803 "out float4 gl_Position : POSITION\n"
2806 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2807 " gl_FrontColor = gl_Color;\n"
2809 " // copy the surface texcoord\n"
2810 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2811 "#ifdef USEVERTEXTEXTUREBLEND\n"
2812 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2814 "#ifdef USELIGHTMAP\n"
2815 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2818 "#ifdef MODE_LIGHTSOURCE\n"
2819 " // transform vertex position into light attenuation/cubemap space\n"
2820 " // (-1 to +1 across the light box)\n"
2821 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2823 "# ifdef USEDIFFUSE\n"
2824 " // transform unnormalized light direction into tangent space\n"
2825 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2826 " // normalize it per pixel)\n"
2827 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2828 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2829 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2830 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2834 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2835 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2836 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2837 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2840 " // transform unnormalized eye direction into tangent space\n"
2841 "#ifdef USEEYEVECTOR\n"
2842 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2843 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2844 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2845 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2849 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2850 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2853 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2854 " VectorS = gl_MultiTexCoord1.xyz;\n"
2855 " VectorT = gl_MultiTexCoord2.xyz;\n"
2856 " VectorR = gl_MultiTexCoord3.xyz;\n"
2859 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2860 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2862 "#ifdef USESHADOWMAPORTHO\n"
2863 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2866 "#ifdef USEREFLECTION\n"
2867 " ModelViewProjectionPosition = gl_Position;\n"
2870 "#endif // VERTEX_SHADER\n"
2875 "#ifdef FRAGMENT_SHADER\n"
2878 "#ifdef USEDEFERREDLIGHTMAP\n"
2879 "float2 Pixel : WPOS,\n"
2881 "float4 gl_FrontColor : COLOR,\n"
2882 "float4 TexCoordBoth : TEXCOORD0,\n"
2883 "#ifdef USELIGHTMAP\n"
2884 "float2 TexCoordLightmap : TEXCOORD1,\n"
2886 "#ifdef USEEYEVECTOR\n"
2887 "float3 EyeVector : TEXCOORD2,\n"
2889 "#ifdef USEREFLECTION\n"
2890 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2893 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2895 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2896 "float3 LightVector : TEXCOORD1,\n"
2898 "#ifdef MODE_LIGHTSOURCE\n"
2899 "float3 CubeVector : TEXCOORD3,\n"
2901 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2902 "float4 ModelViewPosition : TEXCOORD0,\n"
2904 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2905 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2906 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2907 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2909 "#ifdef USESHADOWMAPORTHO\n"
2910 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2913 "uniform sampler2D Texture_Normal,\n"
2914 "uniform sampler2D Texture_Color,\n"
2915 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2916 "uniform sampler2D Texture_Gloss,\n"
2919 "uniform sampler2D Texture_Glow,\n"
2921 "#ifdef USEVERTEXTEXTUREBLEND\n"
2922 "uniform sampler2D Texture_SecondaryNormal,\n"
2923 "uniform sampler2D Texture_SecondaryColor,\n"
2924 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2925 "uniform sampler2D Texture_SecondaryGloss,\n"
2928 "uniform sampler2D Texture_SecondaryGlow,\n"
2931 "#ifdef USECOLORMAPPING\n"
2932 "uniform sampler2D Texture_Pants,\n"
2933 "uniform sampler2D Texture_Shirt,\n"
2936 "uniform sampler2D Texture_FogHeightTexture,\n"
2937 "uniform sampler2D Texture_FogMask,\n"
2939 "#ifdef USELIGHTMAP\n"
2940 "uniform sampler2D Texture_Lightmap,\n"
2942 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2943 "uniform sampler2D Texture_Deluxemap,\n"
2945 "#ifdef USEREFLECTION\n"
2946 "uniform sampler2D Texture_Reflection,\n"
2949 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2950 "uniform sampler2D Texture_ScreenDepth,\n"
2951 "uniform sampler2D Texture_ScreenNormalMap,\n"
2953 "#ifdef USEDEFERREDLIGHTMAP\n"
2954 "uniform sampler2D Texture_ScreenDiffuse,\n"
2955 "uniform sampler2D Texture_ScreenSpecular,\n"
2958 "#ifdef USECOLORMAPPING\n"
2959 "uniform half3 Color_Pants,\n"
2960 "uniform half3 Color_Shirt,\n"
2963 "uniform float3 FogColor,\n"
2964 "uniform float FogRangeRecip,\n"
2965 "uniform float FogPlaneViewDist,\n"
2966 "uniform float FogHeightFade,\n"
2969 "#ifdef USEOFFSETMAPPING\n"
2970 "uniform float OffsetMapping_Scale,\n"
2973 "#ifdef USEDEFERREDLIGHTMAP\n"
2974 "uniform half2 PixelToScreenTexCoord,\n"
2975 "uniform half3 DeferredMod_Diffuse,\n"
2976 "uniform half3 DeferredMod_Specular,\n"
2978 "uniform half3 Color_Ambient,\n"
2979 "uniform half3 Color_Diffuse,\n"
2980 "uniform half3 Color_Specular,\n"
2981 "uniform half SpecularPower,\n"
2983 "uniform half3 Color_Glow,\n"
2985 "uniform half Alpha,\n"
2986 "#ifdef USEREFLECTION\n"
2987 "uniform float4 DistortScaleRefractReflect,\n"
2988 "uniform float4 ScreenScaleRefractReflect,\n"
2989 "uniform float4 ScreenCenterRefractReflect,\n"
2990 "uniform half4 ReflectColor,\n"
2992 "#ifdef USEREFLECTCUBE\n"
2993 "uniform float4x4 ModelToReflectCube,\n"
2994 "uniform sampler2D Texture_ReflectMask,\n"
2995 "uniform samplerCUBE Texture_ReflectCube,\n"
2997 "#ifdef MODE_LIGHTDIRECTION\n"
2998 "uniform half3 LightColor,\n"
3000 "#ifdef MODE_LIGHTSOURCE\n"
3001 "uniform half3 LightColor,\n"
3004 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3005 "uniform sampler2D Texture_Attenuation,\n"
3006 "uniform samplerCUBE Texture_Cube,\n"
3009 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3011 "#ifdef USESHADOWMAPRECT\n"
3012 "# ifdef USESHADOWSAMPLER\n"
3013 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3015 "uniform samplerRECT Texture_ShadowMapRect,\n"
3019 "#ifdef USESHADOWMAP2D\n"
3020 "# ifdef USESHADOWSAMPLER\n"
3021 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3023 "uniform sampler2D Texture_ShadowMap2D,\n"
3027 "#ifdef USESHADOWMAPVSDCT\n"
3028 "uniform samplerCUBE Texture_CubeProjection,\n"
3031 "#ifdef USESHADOWMAPCUBE\n"
3032 "# ifdef USESHADOWSAMPLER\n"
3033 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3035 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3039 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3040 "uniform float2 ShadowMap_TextureScale,\n"
3041 "uniform float4 ShadowMap_Parameters,\n"
3043 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3045 "out float4 gl_FragColor : COLOR\n"
3048 " float2 TexCoord = TexCoordBoth.xy;\n"
3049 "#ifdef USEVERTEXTEXTUREBLEND\n"
3050 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3052 "#ifdef USEOFFSETMAPPING\n"
3053 " // apply offsetmapping\n"
3054 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3055 "#define TexCoord TexCoordOffset\n"
3058 " // combine the diffuse textures (base, pants, shirt)\n"
3059 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3060 "#ifdef USEALPHAKILL\n"
3061 " if (color.a < 0.5)\n"
3064 " color.a *= Alpha;\n"
3065 "#ifdef USECOLORMAPPING\n"
3066 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3068 "#ifdef USEVERTEXTEXTUREBLEND\n"
3069 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3070 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3071 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3072 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3074 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3077 " // get the surface normal\n"
3078 "#ifdef USEVERTEXTEXTUREBLEND\n"
3079 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3081 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3084 " // get the material colors\n"
3085 " half3 diffusetex = color.rgb;\n"
3086 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3087 "# ifdef USEVERTEXTEXTUREBLEND\n"
3088 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3090 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3094 "#ifdef USEREFLECTCUBE\n"
3095 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3096 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3097 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3098 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3104 "#ifdef MODE_LIGHTSOURCE\n"
3105 " // light source\n"
3106 "#ifdef USEDIFFUSE\n"
3107 " half3 lightnormal = half3(normalize(LightVector));\n"
3108 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3109 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3110 "#ifdef USESPECULAR\n"
3111 "#ifdef USEEXACTSPECULARMATH\n"
3112 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3114 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3115 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3117 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3120 " color.rgb = diffusetex * Color_Ambient;\n"
3122 " color.rgb *= LightColor;\n"
3123 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3124 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3125 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3126 "# if defined(USESHADOWMAP2D)\n"
3127 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3129 "# if defined(USESHADOWMAPRECT)\n"
3130 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3132 "# if defined(USESHADOWMAPCUBE)\n"
3133 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3136 "#ifdef USESHADOWMAPVSDCT\n"
3137 ", Texture_CubeProjection\n"
3142 "# ifdef USECUBEFILTER\n"
3143 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3145 "#endif // MODE_LIGHTSOURCE\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3152 "#ifdef USEDIFFUSE\n"
3153 " half3 lightnormal = half3(normalize(LightVector));\n"
3155 "#define lightcolor LightColor\n"
3156 "#endif // MODE_LIGHTDIRECTION\n"
3157 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3159 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3160 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3161 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3162 " // convert modelspace light vector to tangentspace\n"
3163 " half3 lightnormal;\n"
3164 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3165 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3166 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3167 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3168 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3169 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3170 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3171 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3172 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3173 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3174 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3175 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3176 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3177 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3178 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3180 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3181 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3182 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3188 "#ifdef MODE_LIGHTMAP\n"
3189 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3190 "#endif // MODE_LIGHTMAP\n"
3191 "#ifdef MODE_VERTEXCOLOR\n"
3192 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3193 "#endif // MODE_VERTEXCOLOR\n"
3194 "#ifdef MODE_FLATCOLOR\n"
3195 " color.rgb = diffusetex * Color_Ambient;\n"
3196 "#endif // MODE_FLATCOLOR\n"
3202 "# ifdef USEDIFFUSE\n"
3203 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3204 "# ifdef USESPECULAR\n"
3205 "# ifdef USEEXACTSPECULARMATH\n"
3206 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3208 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3209 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3211 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3213 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3216 " color.rgb = diffusetex * Color_Ambient;\n"
3220 "#ifdef USESHADOWMAPORTHO\n"
3221 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3222 "# if defined(USESHADOWMAP2D)\n"
3223 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3225 "# if defined(USESHADOWMAPRECT)\n"
3226 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3231 "#ifdef USEDEFERREDLIGHTMAP\n"
3232 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3233 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3234 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3238 "#ifdef USEVERTEXTEXTUREBLEND\n"
3239 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3241 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3246 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3249 " // 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"
3250 "#ifdef USEREFLECTION\n"
3251 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3252 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3253 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3254 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3255 " // FIXME temporary hack to detect the case that the reflection\n"
3256 " // gets blackened at edges due to leaving the area that contains actual\n"
3258 " // Remove this 'ack once we have a better way to stop this thing from\n"
3260 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3261 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3262 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3263 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3264 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3265 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3268 " gl_FragColor = float4(color);\n"
3270 "#endif // FRAGMENT_SHADER\n"
3272 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3273 "#endif // !MODE_DEFERREDGEOMETRY\n"
3274 "#endif // !MODE_WATER\n"
3275 "#endif // !MODE_REFRACTION\n"
3276 "#endif // !MODE_BLOOMBLUR\n"
3277 "#endif // !MODE_GENERIC\n"
3278 "#endif // !MODE_POSTPROCESS\n"
3279 "#endif // !MODE_SHOWDEPTH\n"
3280 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3283 char *glslshaderstring = NULL;
3284 char *cgshaderstring = NULL;
3286 //=======================================================================================================================================================
3288 typedef struct shaderpermutationinfo_s
3290 const char *pretext;
3293 shaderpermutationinfo_t;
3295 typedef struct shadermodeinfo_s
3297 const char *vertexfilename;
3298 const char *geometryfilename;
3299 const char *fragmentfilename;
3300 const char *pretext;
3305 typedef enum shaderpermutation_e
3307 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3308 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3309 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3310 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3311 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3312 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3313 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3314 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3315 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3316 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3317 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3318 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3319 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3320 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3321 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3322 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3323 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3324 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3325 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3326 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3327 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3328 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3329 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3330 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3331 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3332 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3333 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3334 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3335 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3336 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3337 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3339 shaderpermutation_t;
3341 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3342 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3344 {"#define USEDIFFUSE\n", " diffuse"},
3345 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3346 {"#define USEVIEWTINT\n", " viewtint"},
3347 {"#define USECOLORMAPPING\n", " colormapping"},
3348 {"#define USESATURATION\n", " saturation"},
3349 {"#define USEFOGINSIDE\n", " foginside"},
3350 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3351 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3352 {"#define USEGAMMARAMPS\n", " gammaramps"},
3353 {"#define USECUBEFILTER\n", " cubefilter"},
3354 {"#define USEGLOW\n", " glow"},
3355 {"#define USEBLOOM\n", " bloom"},
3356 {"#define USESPECULAR\n", " specular"},
3357 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3358 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3359 {"#define USEREFLECTION\n", " reflection"},
3360 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3361 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3362 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3363 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3364 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3365 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3366 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3367 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3368 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3369 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3370 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3371 {"#define USEALPHAKILL\n", " alphakill"},
3372 {"#define USEREFLECTCUBE\n", " reflectcube"},
3375 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3376 typedef enum shadermode_e
3378 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3379 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3380 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3381 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3382 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3383 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3384 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3385 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3386 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3387 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3388 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3389 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3390 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3391 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3392 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3397 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3398 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3401 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3402 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3411 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3412 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3413 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3414 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3418 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3421 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3422 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3432 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3433 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3434 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3438 struct r_glsl_permutation_s;
3439 typedef struct r_glsl_permutation_s
3441 /// hash lookup data
3442 struct r_glsl_permutation_s *hashnext;
3444 unsigned int permutation;
3446 /// indicates if we have tried compiling this permutation already
3448 /// 0 if compilation failed
3450 /// locations of detected uniforms in program object, or -1 if not found
3451 int loc_Texture_First;
3452 int loc_Texture_Second;
3453 int loc_Texture_GammaRamps;
3454 int loc_Texture_Normal;
3455 int loc_Texture_Color;
3456 int loc_Texture_Gloss;
3457 int loc_Texture_Glow;
3458 int loc_Texture_SecondaryNormal;
3459 int loc_Texture_SecondaryColor;
3460 int loc_Texture_SecondaryGloss;
3461 int loc_Texture_SecondaryGlow;
3462 int loc_Texture_Pants;
3463 int loc_Texture_Shirt;
3464 int loc_Texture_FogHeightTexture;
3465 int loc_Texture_FogMask;
3466 int loc_Texture_Lightmap;
3467 int loc_Texture_Deluxemap;
3468 int loc_Texture_Attenuation;
3469 int loc_Texture_Cube;
3470 int loc_Texture_Refraction;
3471 int loc_Texture_Reflection;
3472 int loc_Texture_ShadowMapRect;
3473 int loc_Texture_ShadowMapCube;
3474 int loc_Texture_ShadowMap2D;
3475 int loc_Texture_CubeProjection;
3476 int loc_Texture_ScreenDepth;
3477 int loc_Texture_ScreenNormalMap;
3478 int loc_Texture_ScreenDiffuse;
3479 int loc_Texture_ScreenSpecular;
3480 int loc_Texture_ReflectMask;
3481 int loc_Texture_ReflectCube;
3483 int loc_BloomBlur_Parameters;
3485 int loc_Color_Ambient;
3486 int loc_Color_Diffuse;
3487 int loc_Color_Specular;
3489 int loc_Color_Pants;
3490 int loc_Color_Shirt;
3491 int loc_DeferredColor_Ambient;
3492 int loc_DeferredColor_Diffuse;
3493 int loc_DeferredColor_Specular;
3494 int loc_DeferredMod_Diffuse;
3495 int loc_DeferredMod_Specular;
3496 int loc_DistortScaleRefractReflect;
3497 int loc_EyePosition;
3499 int loc_FogHeightFade;
3501 int loc_FogPlaneViewDist;
3502 int loc_FogRangeRecip;
3505 int loc_LightPosition;
3506 int loc_OffsetMapping_Scale;
3508 int loc_ReflectColor;
3509 int loc_ReflectFactor;
3510 int loc_ReflectOffset;
3511 int loc_RefractColor;
3513 int loc_ScreenCenterRefractReflect;
3514 int loc_ScreenScaleRefractReflect;
3515 int loc_ScreenToDepth;
3516 int loc_ShadowMap_Parameters;
3517 int loc_ShadowMap_TextureScale;
3518 int loc_SpecularPower;
3523 int loc_ViewTintColor;
3524 int loc_ViewToLight;
3525 int loc_ModelToLight;
3527 int loc_BackgroundTexMatrix;
3528 int loc_ModelViewProjectionMatrix;
3529 int loc_ModelViewMatrix;
3530 int loc_PixelToScreenTexCoord;
3531 int loc_ModelToReflectCube;
3532 int loc_ShadowMapMatrix;
3534 r_glsl_permutation_t;
3536 #define SHADERPERMUTATION_HASHSIZE 256
3538 /// information about each possible shader permutation
3539 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3540 /// currently selected permutation
3541 r_glsl_permutation_t *r_glsl_permutation;
3542 /// storage for permutations linked in the hash table
3543 memexpandablearray_t r_glsl_permutationarray;
3545 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3547 //unsigned int hashdepth = 0;
3548 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3549 r_glsl_permutation_t *p;
3550 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3552 if (p->mode == mode && p->permutation == permutation)
3554 //if (hashdepth > 10)
3555 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3560 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3562 p->permutation = permutation;
3563 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3564 r_glsl_permutationhash[mode][hashindex] = p;
3565 //if (hashdepth > 10)
3566 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3570 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3573 if (!filename || !filename[0])
3575 if (!strcmp(filename, "glsl/default.glsl"))
3577 if (!glslshaderstring)
3579 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3580 if (glslshaderstring)
3581 Con_DPrintf("Loading shaders from file %s...\n", filename);
3583 glslshaderstring = (char *)builtinshaderstring;
3585 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3586 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3587 return shaderstring;
3589 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3592 if (printfromdisknotice)
3593 Con_DPrintf("from disk %s... ", filename);
3594 return shaderstring;
3596 return shaderstring;
3599 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3602 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3603 int vertstrings_count = 0;
3604 int geomstrings_count = 0;
3605 int fragstrings_count = 0;
3606 char *vertexstring, *geometrystring, *fragmentstring;
3607 const char *vertstrings_list[32+3];
3608 const char *geomstrings_list[32+3];
3609 const char *fragstrings_list[32+3];
3610 char permutationname[256];
3617 permutationname[0] = 0;
3618 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3619 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3620 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3622 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3624 // the first pretext is which type of shader to compile as
3625 // (later these will all be bound together as a program object)
3626 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3627 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3628 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3630 // the second pretext is the mode (for example a light source)
3631 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3632 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3633 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3634 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3636 // now add all the permutation pretexts
3637 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3639 if (permutation & (1<<i))
3641 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3642 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3643 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3644 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3648 // keep line numbers correct
3649 vertstrings_list[vertstrings_count++] = "\n";
3650 geomstrings_list[geomstrings_count++] = "\n";
3651 fragstrings_list[fragstrings_count++] = "\n";
3655 // now append the shader text itself
3656 vertstrings_list[vertstrings_count++] = vertexstring;
3657 geomstrings_list[geomstrings_count++] = geometrystring;
3658 fragstrings_list[fragstrings_count++] = fragmentstring;
3660 // if any sources were NULL, clear the respective list
3662 vertstrings_count = 0;
3663 if (!geometrystring)
3664 geomstrings_count = 0;
3665 if (!fragmentstring)
3666 fragstrings_count = 0;
3668 // compile the shader program
3669 if (vertstrings_count + geomstrings_count + fragstrings_count)
3670 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3674 qglUseProgramObjectARB(p->program);CHECKGLERROR
3675 // look up all the uniform variable names we care about, so we don't
3676 // have to look them up every time we set them
3678 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3679 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3680 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3681 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3682 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3683 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3684 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3685 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3686 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3687 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3688 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3689 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3690 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3691 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3692 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3693 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3694 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3695 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3696 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3697 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3698 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3699 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3700 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3701 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3702 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3703 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3704 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3705 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3706 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3707 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3708 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3709 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3710 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3711 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3712 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3713 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3714 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3715 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3716 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3717 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3718 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3719 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3720 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3721 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3722 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3723 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3724 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3725 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3726 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3727 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3728 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3729 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3730 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3731 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3732 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3733 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3734 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3735 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3736 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3737 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3738 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3739 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3740 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3741 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3742 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3743 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3744 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3745 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3746 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3747 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3748 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3749 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3750 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3751 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3752 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3753 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3754 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3755 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3756 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3757 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3758 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3759 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3760 // initialize the samplers to refer to the texture units we use
3761 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3762 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3763 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3764 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3765 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3766 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3767 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3768 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3769 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3770 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3771 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3772 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3773 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3774 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3775 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3776 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3777 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3778 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3779 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3780 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3781 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3782 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3783 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3784 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3785 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3786 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3787 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3788 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3789 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3790 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3791 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3793 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3796 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3800 Mem_Free(vertexstring);
3802 Mem_Free(geometrystring);
3804 Mem_Free(fragmentstring);
3807 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3809 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3810 if (r_glsl_permutation != perm)
3812 r_glsl_permutation = perm;
3813 if (!r_glsl_permutation->program)
3815 if (!r_glsl_permutation->compiled)
3816 R_GLSL_CompilePermutation(perm, mode, permutation);
3817 if (!r_glsl_permutation->program)
3819 // remove features until we find a valid permutation
3821 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3823 // reduce i more quickly whenever it would not remove any bits
3824 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3825 if (!(permutation & j))
3828 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3829 if (!r_glsl_permutation->compiled)
3830 R_GLSL_CompilePermutation(perm, mode, permutation);
3831 if (r_glsl_permutation->program)
3834 if (i >= SHADERPERMUTATION_COUNT)
3836 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3837 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3838 qglUseProgramObjectARB(0);CHECKGLERROR
3839 return; // no bit left to clear, entire mode is broken
3844 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3846 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3847 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3848 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3852 #include <Cg/cgGL.h>
3853 struct r_cg_permutation_s;
3854 typedef struct r_cg_permutation_s
3856 /// hash lookup data
3857 struct r_cg_permutation_s *hashnext;
3859 unsigned int permutation;
3861 /// indicates if we have tried compiling this permutation already
3863 /// 0 if compilation failed
3866 /// locations of detected parameters in programs, or NULL if not found
3867 CGparameter vp_EyePosition;
3868 CGparameter vp_FogPlane;
3869 CGparameter vp_LightDir;
3870 CGparameter vp_LightPosition;
3871 CGparameter vp_ModelToLight;
3872 CGparameter vp_TexMatrix;
3873 CGparameter vp_BackgroundTexMatrix;
3874 CGparameter vp_ModelViewProjectionMatrix;
3875 CGparameter vp_ModelViewMatrix;
3876 CGparameter vp_ShadowMapMatrix;
3878 CGparameter fp_Texture_First;
3879 CGparameter fp_Texture_Second;
3880 CGparameter fp_Texture_GammaRamps;
3881 CGparameter fp_Texture_Normal;
3882 CGparameter fp_Texture_Color;
3883 CGparameter fp_Texture_Gloss;
3884 CGparameter fp_Texture_Glow;
3885 CGparameter fp_Texture_SecondaryNormal;
3886 CGparameter fp_Texture_SecondaryColor;
3887 CGparameter fp_Texture_SecondaryGloss;
3888 CGparameter fp_Texture_SecondaryGlow;
3889 CGparameter fp_Texture_Pants;
3890 CGparameter fp_Texture_Shirt;
3891 CGparameter fp_Texture_FogHeightTexture;
3892 CGparameter fp_Texture_FogMask;
3893 CGparameter fp_Texture_Lightmap;
3894 CGparameter fp_Texture_Deluxemap;
3895 CGparameter fp_Texture_Attenuation;
3896 CGparameter fp_Texture_Cube;
3897 CGparameter fp_Texture_Refraction;
3898 CGparameter fp_Texture_Reflection;
3899 CGparameter fp_Texture_ShadowMapRect;
3900 CGparameter fp_Texture_ShadowMapCube;
3901 CGparameter fp_Texture_ShadowMap2D;
3902 CGparameter fp_Texture_CubeProjection;
3903 CGparameter fp_Texture_ScreenDepth;
3904 CGparameter fp_Texture_ScreenNormalMap;
3905 CGparameter fp_Texture_ScreenDiffuse;
3906 CGparameter fp_Texture_ScreenSpecular;
3907 CGparameter fp_Texture_ReflectMask;
3908 CGparameter fp_Texture_ReflectCube;
3909 CGparameter fp_Alpha;
3910 CGparameter fp_BloomBlur_Parameters;
3911 CGparameter fp_ClientTime;
3912 CGparameter fp_Color_Ambient;
3913 CGparameter fp_Color_Diffuse;
3914 CGparameter fp_Color_Specular;
3915 CGparameter fp_Color_Glow;
3916 CGparameter fp_Color_Pants;
3917 CGparameter fp_Color_Shirt;
3918 CGparameter fp_DeferredColor_Ambient;
3919 CGparameter fp_DeferredColor_Diffuse;
3920 CGparameter fp_DeferredColor_Specular;
3921 CGparameter fp_DeferredMod_Diffuse;
3922 CGparameter fp_DeferredMod_Specular;
3923 CGparameter fp_DistortScaleRefractReflect;
3924 CGparameter fp_EyePosition;
3925 CGparameter fp_FogColor;
3926 CGparameter fp_FogHeightFade;
3927 CGparameter fp_FogPlane;
3928 CGparameter fp_FogPlaneViewDist;
3929 CGparameter fp_FogRangeRecip;
3930 CGparameter fp_LightColor;
3931 CGparameter fp_LightDir;
3932 CGparameter fp_LightPosition;
3933 CGparameter fp_OffsetMapping_Scale;
3934 CGparameter fp_PixelSize;
3935 CGparameter fp_ReflectColor;
3936 CGparameter fp_ReflectFactor;
3937 CGparameter fp_ReflectOffset;
3938 CGparameter fp_RefractColor;
3939 CGparameter fp_Saturation;
3940 CGparameter fp_ScreenCenterRefractReflect;
3941 CGparameter fp_ScreenScaleRefractReflect;
3942 CGparameter fp_ScreenToDepth;
3943 CGparameter fp_ShadowMap_Parameters;
3944 CGparameter fp_ShadowMap_TextureScale;
3945 CGparameter fp_SpecularPower;
3946 CGparameter fp_UserVec1;
3947 CGparameter fp_UserVec2;
3948 CGparameter fp_UserVec3;
3949 CGparameter fp_UserVec4;
3950 CGparameter fp_ViewTintColor;
3951 CGparameter fp_ViewToLight;
3952 CGparameter fp_PixelToScreenTexCoord;
3953 CGparameter fp_ModelToReflectCube;
3957 /// information about each possible shader permutation
3958 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3959 /// currently selected permutation
3960 r_cg_permutation_t *r_cg_permutation;
3961 /// storage for permutations linked in the hash table
3962 memexpandablearray_t r_cg_permutationarray;
3964 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3966 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3968 //unsigned int hashdepth = 0;
3969 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3970 r_cg_permutation_t *p;
3971 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3973 if (p->mode == mode && p->permutation == permutation)
3975 //if (hashdepth > 10)
3976 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3981 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3983 p->permutation = permutation;
3984 p->hashnext = r_cg_permutationhash[mode][hashindex];
3985 r_cg_permutationhash[mode][hashindex] = p;
3986 //if (hashdepth > 10)
3987 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3991 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3994 if (!filename || !filename[0])
3996 if (!strcmp(filename, "cg/default.cg"))
3998 if (!cgshaderstring)
4000 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4002 Con_DPrintf("Loading shaders from file %s...\n", filename);
4004 cgshaderstring = (char *)builtincgshaderstring;
4006 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4007 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4008 return shaderstring;
4010 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4013 if (printfromdisknotice)
4014 Con_DPrintf("from disk %s... ", filename);
4015 return shaderstring;
4017 return shaderstring;
4020 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4022 // TODO: load or create .fp and .vp shader files
4025 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4028 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4029 int vertstrings_count = 0, vertstring_length = 0;
4030 int geomstrings_count = 0, geomstring_length = 0;
4031 int fragstrings_count = 0, fragstring_length = 0;
4033 char *vertexstring, *geometrystring, *fragmentstring;
4034 char *vertstring, *geomstring, *fragstring;
4035 const char *vertstrings_list[32+3];
4036 const char *geomstrings_list[32+3];
4037 const char *fragstrings_list[32+3];
4038 char permutationname[256];
4039 char cachename[256];
4040 CGprofile vertexProfile;
4041 CGprofile fragmentProfile;
4049 permutationname[0] = 0;
4051 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4052 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4053 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4055 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4056 strlcat(cachename, "cg/", sizeof(cachename));
4058 // the first pretext is which type of shader to compile as
4059 // (later these will all be bound together as a program object)
4060 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4061 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4062 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4064 // the second pretext is the mode (for example a light source)
4065 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4066 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4067 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4068 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4069 strlcat(cachename, modeinfo->name, sizeof(cachename));
4071 // now add all the permutation pretexts
4072 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4074 if (permutation & (1<<i))
4076 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4077 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4078 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4079 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4080 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4084 // keep line numbers correct
4085 vertstrings_list[vertstrings_count++] = "\n";
4086 geomstrings_list[geomstrings_count++] = "\n";
4087 fragstrings_list[fragstrings_count++] = "\n";
4091 // replace spaces in the cachename with _ characters
4092 for (i = 0;cachename[i];i++)
4093 if (cachename[i] == ' ')
4096 // now append the shader text itself
4097 vertstrings_list[vertstrings_count++] = vertexstring;
4098 geomstrings_list[geomstrings_count++] = geometrystring;
4099 fragstrings_list[fragstrings_count++] = fragmentstring;
4101 // if any sources were NULL, clear the respective list
4103 vertstrings_count = 0;
4104 if (!geometrystring)
4105 geomstrings_count = 0;
4106 if (!fragmentstring)
4107 fragstrings_count = 0;
4109 vertstring_length = 0;
4110 for (i = 0;i < vertstrings_count;i++)
4111 vertstring_length += strlen(vertstrings_list[i]);
4112 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4113 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4114 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4116 geomstring_length = 0;
4117 for (i = 0;i < geomstrings_count;i++)
4118 geomstring_length += strlen(geomstrings_list[i]);
4119 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4120 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4121 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4123 fragstring_length = 0;
4124 for (i = 0;i < fragstrings_count;i++)
4125 fragstring_length += strlen(fragstrings_list[i]);
4126 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4127 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4128 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4132 //vertexProfile = CG_PROFILE_ARBVP1;
4133 //fragmentProfile = CG_PROFILE_ARBFP1;
4134 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4135 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4136 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4137 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4138 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4141 // try to load the cached shader, or generate one
4142 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4144 // if caching failed, do a dynamic compile for now
4146 if (vertstring[0] && !p->vprogram)
4147 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4149 if (fragstring[0] && !p->fprogram)
4150 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4153 // look up all the uniform variable names we care about, so we don't
4154 // have to look them up every time we set them
4158 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4159 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4160 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4161 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4162 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4163 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4164 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4165 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4166 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4167 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4168 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4169 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4175 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4176 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4177 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4178 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4179 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4180 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4181 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4182 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4183 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4184 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4185 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4186 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4187 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4188 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4189 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4190 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4191 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4192 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4193 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4194 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4195 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4196 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4197 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4198 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4199 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4200 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4201 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4202 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4203 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4204 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4205 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4206 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4207 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4208 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4209 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4210 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4211 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4212 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4213 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4214 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4215 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4216 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4217 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4218 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4219 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4220 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4221 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4222 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4223 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4224 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4225 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4226 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4227 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4228 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4229 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4230 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4231 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4232 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4233 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4234 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4235 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4236 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4237 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4238 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4239 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4240 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4241 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4242 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4243 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4244 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4245 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4246 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4247 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4248 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4249 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4250 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4251 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4252 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4256 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4257 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4259 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4263 Mem_Free(vertstring);
4265 Mem_Free(geomstring);
4267 Mem_Free(fragstring);
4269 Mem_Free(vertexstring);
4271 Mem_Free(geometrystring);
4273 Mem_Free(fragmentstring);
4276 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4278 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4281 if (r_cg_permutation != perm)
4283 r_cg_permutation = perm;
4284 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4286 if (!r_cg_permutation->compiled)
4287 R_CG_CompilePermutation(perm, mode, permutation);
4288 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4290 // remove features until we find a valid permutation
4292 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4294 // reduce i more quickly whenever it would not remove any bits
4295 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4296 if (!(permutation & j))
4299 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4300 if (!r_cg_permutation->compiled)
4301 R_CG_CompilePermutation(perm, mode, permutation);
4302 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4305 if (i >= SHADERPERMUTATION_COUNT)
4307 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4308 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4309 return; // no bit left to clear, entire mode is broken
4315 if (r_cg_permutation->vprogram)
4317 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4319 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4323 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4324 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4326 if (r_cg_permutation->fprogram)
4328 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4329 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4330 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4335 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4339 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4340 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4341 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4344 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4346 cgGLSetTextureParameter(param, R_GetTexture(tex));
4347 cgGLEnableTextureParameter(param);
4351 void R_GLSL_Restart_f(void)
4353 unsigned int i, limit;
4354 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4355 Mem_Free(glslshaderstring);
4356 glslshaderstring = NULL;
4357 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4358 Mem_Free(cgshaderstring);
4359 cgshaderstring = NULL;
4360 switch(vid.renderpath)
4362 case RENDERPATH_GL20:
4364 r_glsl_permutation_t *p;
4365 r_glsl_permutation = NULL;
4366 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4367 for (i = 0;i < limit;i++)
4369 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4371 GL_Backend_FreeProgram(p->program);
4372 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4375 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4378 case RENDERPATH_CGGL:
4381 r_cg_permutation_t *p;
4382 r_cg_permutation = NULL;
4383 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4384 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4385 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4386 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4387 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4388 for (i = 0;i < limit;i++)
4390 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4393 cgDestroyProgram(p->vprogram);
4395 cgDestroyProgram(p->fprogram);
4396 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4399 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4403 case RENDERPATH_GL13:
4404 case RENDERPATH_GL11:
4409 void R_GLSL_DumpShader_f(void)
4414 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4417 FS_Print(file, "/* The engine may define the following macros:\n");
4418 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4419 for (i = 0;i < SHADERMODE_COUNT;i++)
4420 FS_Print(file, glslshadermodeinfo[i].pretext);
4421 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4422 FS_Print(file, shaderpermutationinfo[i].pretext);
4423 FS_Print(file, "*/\n");
4424 FS_Print(file, builtinshaderstring);
4426 Con_Printf("glsl/default.glsl written\n");
4429 Con_Printf("failed to write to glsl/default.glsl\n");
4432 file = FS_OpenRealFile("cg/default.cg", "w", false);
4435 FS_Print(file, "/* The engine may define the following macros:\n");
4436 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4437 for (i = 0;i < SHADERMODE_COUNT;i++)
4438 FS_Print(file, cgshadermodeinfo[i].pretext);
4439 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4440 FS_Print(file, shaderpermutationinfo[i].pretext);
4441 FS_Print(file, "*/\n");
4442 FS_Print(file, builtincgshaderstring);
4444 Con_Printf("cg/default.cg written\n");
4447 Con_Printf("failed to write to cg/default.cg\n");
4451 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4454 texturemode = GL_MODULATE;
4455 switch (vid.renderpath)
4457 case RENDERPATH_GL20:
4458 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))));
4459 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4460 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4462 case RENDERPATH_CGGL:
4465 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))));
4466 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4467 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4470 case RENDERPATH_GL13:
4471 R_Mesh_TexBind(0, first );
4472 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4473 R_Mesh_TexBind(1, second);
4475 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4477 case RENDERPATH_GL11:
4478 R_Mesh_TexBind(0, first );
4483 void R_SetupShader_DepthOrShadow(void)
4485 switch (vid.renderpath)
4487 case RENDERPATH_GL20:
4488 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4490 case RENDERPATH_CGGL:
4492 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4495 case RENDERPATH_GL13:
4496 R_Mesh_TexBind(0, 0);
4497 R_Mesh_TexBind(1, 0);
4499 case RENDERPATH_GL11:
4500 R_Mesh_TexBind(0, 0);
4505 void R_SetupShader_ShowDepth(void)
4507 switch (vid.renderpath)
4509 case RENDERPATH_GL20:
4510 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4512 case RENDERPATH_CGGL:
4514 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4517 case RENDERPATH_GL13:
4519 case RENDERPATH_GL11:
4524 extern qboolean r_shadow_usingdeferredprepass;
4525 extern cvar_t r_shadow_deferred_8bitrange;
4526 extern rtexture_t *r_shadow_attenuationgradienttexture;
4527 extern rtexture_t *r_shadow_attenuation2dtexture;
4528 extern rtexture_t *r_shadow_attenuation3dtexture;
4529 extern qboolean r_shadow_usingshadowmaprect;
4530 extern qboolean r_shadow_usingshadowmapcube;
4531 extern qboolean r_shadow_usingshadowmap2d;
4532 extern qboolean r_shadow_usingshadowmaportho;
4533 extern float r_shadow_shadowmap_texturescale[2];
4534 extern float r_shadow_shadowmap_parameters[4];
4535 extern qboolean r_shadow_shadowmapvsdct;
4536 extern qboolean r_shadow_shadowmapsampler;
4537 extern int r_shadow_shadowmappcf;
4538 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4539 extern rtexture_t *r_shadow_shadowmap2dtexture;
4540 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4541 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4542 extern matrix4x4_t r_shadow_shadowmapmatrix;
4543 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4544 extern int r_shadow_prepass_width;
4545 extern int r_shadow_prepass_height;
4546 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4547 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4548 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4549 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4550 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4552 // select a permutation of the lighting shader appropriate to this
4553 // combination of texture, entity, light source, and fogging, only use the
4554 // minimum features necessary to avoid wasting rendering time in the
4555 // fragment shader on features that are not being used
4556 unsigned int permutation = 0;
4557 unsigned int mode = 0;
4559 if (rsurfacepass == RSURFPASS_BACKGROUND)
4561 // distorted background
4562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4563 mode = SHADERMODE_WATER;
4564 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4565 mode = SHADERMODE_REFRACTION;
4568 mode = SHADERMODE_GENERIC;
4569 permutation |= SHADERPERMUTATION_DIFFUSE;
4571 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4572 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4573 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4574 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4575 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4576 R_Mesh_ColorPointer(NULL, 0, 0);
4577 GL_AlphaTest(false);
4578 GL_BlendFunc(GL_ONE, GL_ZERO);
4580 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4582 if (r_glsl_offsetmapping.integer)
4584 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4585 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4586 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4587 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4588 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4590 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4591 if (r_glsl_offsetmapping_reliefmapping.integer)
4592 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4598 permutation |= SHADERPERMUTATION_ALPHAKILL;
4599 // normalmap (deferred prepass), may use alpha test on diffuse
4600 mode = SHADERMODE_DEFERREDGEOMETRY;
4601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4602 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4603 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4604 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4608 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4609 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4611 R_Mesh_ColorPointer(NULL, 0, 0);
4612 GL_AlphaTest(false);
4613 GL_BlendFunc(GL_ONE, GL_ZERO);
4615 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4617 if (r_glsl_offsetmapping.integer)
4619 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4620 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4621 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4623 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4625 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4626 if (r_glsl_offsetmapping_reliefmapping.integer)
4627 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4633 mode = SHADERMODE_LIGHTSOURCE;
4634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4635 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4636 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4637 permutation |= SHADERPERMUTATION_CUBEFILTER;
4638 if (diffusescale > 0)
4639 permutation |= SHADERPERMUTATION_DIFFUSE;
4640 if (specularscale > 0)
4642 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4643 if (r_shadow_glossexact.integer)
4644 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4646 if (r_refdef.fogenabled)
4647 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4648 if (rsurface.texture->colormapping)
4649 permutation |= SHADERPERMUTATION_COLORMAPPING;
4650 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4652 if (r_shadow_usingshadowmaprect)
4653 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4654 if (r_shadow_usingshadowmap2d)
4655 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4656 if (r_shadow_usingshadowmapcube)
4657 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4658 else if(r_shadow_shadowmapvsdct)
4659 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4661 if (r_shadow_shadowmapsampler)
4662 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4663 if (r_shadow_shadowmappcf > 1)
4664 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4665 else if (r_shadow_shadowmappcf)
4666 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4668 if (rsurface.texture->reflectmasktexture)
4669 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4670 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4671 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4673 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4674 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4675 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4679 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4680 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4681 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4683 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4684 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4685 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4687 R_Mesh_ColorPointer(NULL, 0, 0);
4688 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4689 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4691 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4693 if (r_glsl_offsetmapping.integer)
4695 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4696 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4697 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4698 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4699 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4701 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4702 if (r_glsl_offsetmapping_reliefmapping.integer)
4703 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4706 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4707 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4708 // unshaded geometry (fullbright or ambient model lighting)
4709 mode = SHADERMODE_FLATCOLOR;
4710 ambientscale = diffusescale = specularscale = 0;
4711 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4712 permutation |= SHADERPERMUTATION_GLOW;
4713 if (r_refdef.fogenabled)
4714 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4715 if (rsurface.texture->colormapping)
4716 permutation |= SHADERPERMUTATION_COLORMAPPING;
4717 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4719 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4720 if (r_shadow_usingshadowmaprect)
4721 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4722 if (r_shadow_usingshadowmap2d)
4723 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4725 if (r_shadow_shadowmapsampler)
4726 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4727 if (r_shadow_shadowmappcf > 1)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4729 else if (r_shadow_shadowmappcf)
4730 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4733 permutation |= SHADERPERMUTATION_REFLECTION;
4734 if (rsurface.texture->reflectmasktexture)
4735 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4736 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4737 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4739 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4740 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4741 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4745 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4746 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4747 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4749 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4750 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4751 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4753 R_Mesh_ColorPointer(NULL, 0, 0);
4754 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4755 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4757 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4759 if (r_glsl_offsetmapping.integer)
4761 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4762 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4763 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4764 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4765 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4767 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4768 if (r_glsl_offsetmapping_reliefmapping.integer)
4769 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4773 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4774 // directional model lighting
4775 mode = SHADERMODE_LIGHTDIRECTION;
4776 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4777 permutation |= SHADERPERMUTATION_GLOW;
4778 permutation |= SHADERPERMUTATION_DIFFUSE;
4779 if (specularscale > 0)
4781 permutation |= SHADERPERMUTATION_SPECULAR;
4782 if (r_shadow_glossexact.integer)
4783 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4785 if (r_refdef.fogenabled)
4786 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4787 if (rsurface.texture->colormapping)
4788 permutation |= SHADERPERMUTATION_COLORMAPPING;
4789 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4791 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4792 if (r_shadow_usingshadowmaprect)
4793 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4794 if (r_shadow_usingshadowmap2d)
4795 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4797 if (r_shadow_shadowmapsampler)
4798 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4799 if (r_shadow_shadowmappcf > 1)
4800 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4801 else if (r_shadow_shadowmappcf)
4802 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4804 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4805 permutation |= SHADERPERMUTATION_REFLECTION;
4806 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4807 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4808 if (rsurface.texture->reflectmasktexture)
4809 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4810 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4811 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4813 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4814 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4815 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4819 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4820 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4821 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4823 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4824 R_Mesh_ColorPointer(NULL, 0, 0);
4825 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4826 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4828 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4830 if (r_glsl_offsetmapping.integer)
4832 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4833 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4834 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4835 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4836 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4838 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4839 if (r_glsl_offsetmapping_reliefmapping.integer)
4840 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4843 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4844 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4845 // ambient model lighting
4846 mode = SHADERMODE_LIGHTDIRECTION;
4847 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4848 permutation |= SHADERPERMUTATION_GLOW;
4849 if (r_refdef.fogenabled)
4850 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4851 if (rsurface.texture->colormapping)
4852 permutation |= SHADERPERMUTATION_COLORMAPPING;
4853 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4855 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4856 if (r_shadow_usingshadowmaprect)
4857 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4858 if (r_shadow_usingshadowmap2d)
4859 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4861 if (r_shadow_shadowmapsampler)
4862 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4863 if (r_shadow_shadowmappcf > 1)
4864 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4865 else if (r_shadow_shadowmappcf)
4866 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4868 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4869 permutation |= SHADERPERMUTATION_REFLECTION;
4870 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4871 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4872 if (rsurface.texture->reflectmasktexture)
4873 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4874 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4875 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4877 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4878 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4879 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4883 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4884 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4885 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4887 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888 R_Mesh_ColorPointer(NULL, 0, 0);
4889 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4890 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4894 if (r_glsl_offsetmapping.integer)
4896 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4898 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4899 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4900 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4902 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4903 if (r_glsl_offsetmapping_reliefmapping.integer)
4904 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4907 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4910 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4911 permutation |= SHADERPERMUTATION_GLOW;
4912 if (r_refdef.fogenabled)
4913 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4914 if (rsurface.texture->colormapping)
4915 permutation |= SHADERPERMUTATION_COLORMAPPING;
4916 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4918 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4919 if (r_shadow_usingshadowmaprect)
4920 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4921 if (r_shadow_usingshadowmap2d)
4922 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4924 if (r_shadow_shadowmapsampler)
4925 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4926 if (r_shadow_shadowmappcf > 1)
4927 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4928 else if (r_shadow_shadowmappcf)
4929 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4931 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4932 permutation |= SHADERPERMUTATION_REFLECTION;
4933 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4934 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4935 if (rsurface.texture->reflectmasktexture)
4936 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4937 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4939 // deluxemapping (light direction texture)
4940 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4941 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4943 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4944 permutation |= SHADERPERMUTATION_DIFFUSE;
4945 if (specularscale > 0)
4947 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4948 if (r_shadow_glossexact.integer)
4949 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4951 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4953 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4955 R_Mesh_ColorPointer(NULL, 0, 0);
4957 else if (r_glsl_deluxemapping.integer >= 2)
4959 // fake deluxemapping (uniform light direction in tangentspace)
4960 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4961 permutation |= SHADERPERMUTATION_DIFFUSE;
4962 if (specularscale > 0)
4964 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4965 if (r_shadow_glossexact.integer)
4966 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4968 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4969 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4970 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4972 R_Mesh_ColorPointer(NULL, 0, 0);
4974 else if (rsurface.uselightmaptexture)
4976 // ordinary lightmapping (q1bsp, q3bsp)
4977 mode = SHADERMODE_LIGHTMAP;
4978 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4979 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4980 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4982 R_Mesh_ColorPointer(NULL, 0, 0);
4986 // ordinary vertex coloring (q3bsp)
4987 mode = SHADERMODE_VERTEXCOLOR;
4988 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4989 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4991 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4992 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4994 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4995 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4996 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5000 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5001 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5002 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5004 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5005 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5007 switch(vid.renderpath)
5009 case RENDERPATH_GL20:
5010 R_SetupShader_SetPermutationGLSL(mode, permutation);
5011 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5012 if (mode == SHADERMODE_LIGHTSOURCE)
5014 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5015 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5016 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5017 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);
5018 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);
5019 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5021 // additive passes are only darkened by fog, not tinted
5022 if (r_glsl_permutation->loc_FogColor >= 0)
5023 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5024 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5028 if (mode == SHADERMODE_FLATCOLOR)
5030 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5032 else if (mode == SHADERMODE_LIGHTDIRECTION)
5034 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]);
5035 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5036 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5037 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);
5038 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);
5039 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]);
5040 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]);
5044 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]);
5045 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]);
5046 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5047 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);
5048 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);
5050 // additive passes are only darkened by fog, not tinted
5051 if (r_glsl_permutation->loc_FogColor >= 0)
5053 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5054 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5056 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5058 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);
5059 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]);
5060 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]);
5061 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5062 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5063 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5064 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5065 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5067 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5068 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5069 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5070 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]);
5071 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]);
5073 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5074 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5075 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5076 if (r_glsl_permutation->loc_Color_Pants >= 0)
5078 if (rsurface.texture->pantstexture)
5079 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5081 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5083 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5085 if (rsurface.texture->shirttexture)
5086 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5088 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5090 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]);
5091 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5092 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5093 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5094 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5095 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]);
5096 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5098 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5099 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5100 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5101 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5102 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5103 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5104 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5105 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5106 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5107 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5108 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5109 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5110 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5111 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5112 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5113 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5114 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5115 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5116 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5117 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5118 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5119 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5120 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5121 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5122 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5123 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5124 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5126 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5127 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5128 if (rsurface.rtlight)
5130 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5131 if (r_shadow_usingshadowmapcube)
5132 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5133 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5138 case RENDERPATH_CGGL:
5140 R_SetupShader_SetPermutationCG(mode, permutation);
5141 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5142 if (mode == SHADERMODE_LIGHTSOURCE)
5144 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5145 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5149 if (mode == SHADERMODE_LIGHTDIRECTION)
5151 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5154 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5155 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5156 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5157 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5158 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5161 if (mode == SHADERMODE_LIGHTSOURCE)
5163 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5164 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5165 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5166 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5167 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5169 // additive passes are only darkened by fog, not tinted
5170 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5171 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5175 if (mode == SHADERMODE_FLATCOLOR)
5177 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5179 else if (mode == SHADERMODE_LIGHTDIRECTION)
5181 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5182 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5183 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5184 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5185 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5186 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5187 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5191 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5192 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5193 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5194 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5195 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5197 // additive passes are only darkened by fog, not tinted
5198 if (r_cg_permutation->fp_FogColor)
5200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5201 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5203 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5206 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5207 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5208 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5209 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5210 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5211 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5212 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5213 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5215 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5216 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5217 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5218 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5219 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5220 if (r_cg_permutation->fp_Color_Pants)
5222 if (rsurface.texture->pantstexture)
5223 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5225 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5228 if (r_cg_permutation->fp_Color_Shirt)
5230 if (rsurface.texture->shirttexture)
5231 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5233 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5236 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5237 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5238 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5239 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5240 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5241 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5242 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5244 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5245 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5246 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5247 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5248 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5249 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5250 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5251 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5252 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5253 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5254 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5255 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5256 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5257 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5258 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5259 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5260 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5261 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5262 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5263 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5264 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5265 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5266 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5267 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5268 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5269 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5270 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5272 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5273 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5274 if (rsurface.rtlight)
5276 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5277 if (r_shadow_usingshadowmapcube)
5278 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5286 case RENDERPATH_GL13:
5287 case RENDERPATH_GL11:
5292 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5294 // select a permutation of the lighting shader appropriate to this
5295 // combination of texture, entity, light source, and fogging, only use the
5296 // minimum features necessary to avoid wasting rendering time in the
5297 // fragment shader on features that are not being used
5298 unsigned int permutation = 0;
5299 unsigned int mode = 0;
5300 const float *lightcolorbase = rtlight->currentcolor;
5301 float ambientscale = rtlight->ambientscale;
5302 float diffusescale = rtlight->diffusescale;
5303 float specularscale = rtlight->specularscale;
5304 // this is the location of the light in view space
5305 vec3_t viewlightorigin;
5306 // this transforms from view space (camera) to light space (cubemap)
5307 matrix4x4_t viewtolight;
5308 matrix4x4_t lighttoview;
5309 float viewtolight16f[16];
5310 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5312 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5313 if (rtlight->currentcubemap != r_texture_whitecube)
5314 permutation |= SHADERPERMUTATION_CUBEFILTER;
5315 if (diffusescale > 0)
5316 permutation |= SHADERPERMUTATION_DIFFUSE;
5317 if (specularscale > 0)
5319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320 if (r_shadow_glossexact.integer)
5321 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5323 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5325 if (r_shadow_usingshadowmaprect)
5326 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5327 if (r_shadow_usingshadowmap2d)
5328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5329 if (r_shadow_usingshadowmapcube)
5330 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5331 else if(r_shadow_shadowmapvsdct)
5332 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5334 if (r_shadow_shadowmapsampler)
5335 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5336 if (r_shadow_shadowmappcf > 1)
5337 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5338 else if (r_shadow_shadowmappcf)
5339 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5341 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5342 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5343 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5344 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5345 switch(vid.renderpath)
5347 case RENDERPATH_GL20:
5348 R_SetupShader_SetPermutationGLSL(mode, permutation);
5349 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5350 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5351 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);
5352 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);
5353 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);
5354 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]);
5355 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]);
5356 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));
5357 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]);
5358 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5360 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5361 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5362 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5363 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5364 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5365 if (r_shadow_usingshadowmapcube)
5366 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5367 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5368 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5370 case RENDERPATH_CGGL:
5372 R_SetupShader_SetPermutationCG(mode, permutation);
5373 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5374 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5375 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5376 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5377 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5378 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5379 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5380 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5381 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5382 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5384 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5385 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5386 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5387 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5388 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5389 if (r_shadow_usingshadowmapcube)
5390 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5391 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5392 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5395 case RENDERPATH_GL13:
5396 case RENDERPATH_GL11:
5401 #define SKINFRAME_HASH 1024
5405 int loadsequence; // incremented each level change
5406 memexpandablearray_t array;
5407 skinframe_t *hash[SKINFRAME_HASH];
5410 r_skinframe_t r_skinframe;
5412 void R_SkinFrame_PrepareForPurge(void)
5414 r_skinframe.loadsequence++;
5415 // wrap it without hitting zero
5416 if (r_skinframe.loadsequence >= 200)
5417 r_skinframe.loadsequence = 1;
5420 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5424 // mark the skinframe as used for the purging code
5425 skinframe->loadsequence = r_skinframe.loadsequence;
5428 void R_SkinFrame_Purge(void)
5432 for (i = 0;i < SKINFRAME_HASH;i++)
5434 for (s = r_skinframe.hash[i];s;s = s->next)
5436 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5438 if (s->merged == s->base)
5440 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5441 R_PurgeTexture(s->stain );s->stain = NULL;
5442 R_PurgeTexture(s->merged);s->merged = NULL;
5443 R_PurgeTexture(s->base );s->base = NULL;
5444 R_PurgeTexture(s->pants );s->pants = NULL;
5445 R_PurgeTexture(s->shirt );s->shirt = NULL;
5446 R_PurgeTexture(s->nmap );s->nmap = NULL;
5447 R_PurgeTexture(s->gloss );s->gloss = NULL;
5448 R_PurgeTexture(s->glow );s->glow = NULL;
5449 R_PurgeTexture(s->fog );s->fog = NULL;
5450 R_PurgeTexture(s->reflect);s->reflect = NULL;
5451 s->loadsequence = 0;
5457 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5459 char basename[MAX_QPATH];
5461 Image_StripImageExtension(name, basename, sizeof(basename));
5463 if( last == NULL ) {
5465 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5466 item = r_skinframe.hash[hashindex];
5471 // linearly search through the hash bucket
5472 for( ; item ; item = item->next ) {
5473 if( !strcmp( item->basename, basename ) ) {
5480 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5484 char basename[MAX_QPATH];
5486 Image_StripImageExtension(name, basename, sizeof(basename));
5488 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5489 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5490 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5494 rtexture_t *dyntexture;
5495 // check whether its a dynamic texture
5496 dyntexture = CL_GetDynTexture( basename );
5497 if (!add && !dyntexture)
5499 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5500 memset(item, 0, sizeof(*item));
5501 strlcpy(item->basename, basename, sizeof(item->basename));
5502 item->base = dyntexture; // either NULL or dyntexture handle
5503 item->textureflags = textureflags;
5504 item->comparewidth = comparewidth;
5505 item->compareheight = compareheight;
5506 item->comparecrc = comparecrc;
5507 item->next = r_skinframe.hash[hashindex];
5508 r_skinframe.hash[hashindex] = item;
5510 else if( item->base == NULL )
5512 rtexture_t *dyntexture;
5513 // check whether its a dynamic texture
5514 // 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]
5515 dyntexture = CL_GetDynTexture( basename );
5516 item->base = dyntexture; // either NULL or dyntexture handle
5519 R_SkinFrame_MarkUsed(item);
5523 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5525 unsigned long long avgcolor[5], wsum; \
5533 for(pix = 0; pix < cnt; ++pix) \
5536 for(comp = 0; comp < 3; ++comp) \
5538 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5541 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5543 for(comp = 0; comp < 3; ++comp) \
5544 avgcolor[comp] += getpixel * w; \
5547 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5548 avgcolor[4] += getpixel; \
5550 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5552 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5553 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5554 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5555 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5558 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5561 unsigned char *pixels;
5562 unsigned char *bumppixels;
5563 unsigned char *basepixels = NULL;
5564 int basepixels_width = 0;
5565 int basepixels_height = 0;
5566 skinframe_t *skinframe;
5567 rtexture_t *ddsbase = NULL;
5568 qboolean ddshasalpha = false;
5569 float ddsavgcolor[4];
5570 char basename[MAX_QPATH];
5572 if (cls.state == ca_dedicated)
5575 // return an existing skinframe if already loaded
5576 // if loading of the first image fails, don't make a new skinframe as it
5577 // would cause all future lookups of this to be missing
5578 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5579 if (skinframe && skinframe->base)
5582 Image_StripImageExtension(name, basename, sizeof(basename));
5584 // check for DDS texture file first
5585 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5587 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5588 if (basepixels == NULL)
5592 if (developer_loading.integer)
5593 Con_Printf("loading skin \"%s\"\n", name);
5595 // we've got some pixels to store, so really allocate this new texture now
5597 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5598 skinframe->stain = NULL;
5599 skinframe->merged = NULL;
5600 skinframe->base = NULL;
5601 skinframe->pants = NULL;
5602 skinframe->shirt = NULL;
5603 skinframe->nmap = NULL;
5604 skinframe->gloss = NULL;
5605 skinframe->glow = NULL;
5606 skinframe->fog = NULL;
5607 skinframe->reflect = NULL;
5608 skinframe->hasalpha = false;
5612 skinframe->base = ddsbase;
5613 skinframe->hasalpha = ddshasalpha;
5614 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5615 if (r_loadfog && skinframe->hasalpha)
5616 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5617 //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]);
5621 basepixels_width = image_width;
5622 basepixels_height = image_height;
5623 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);
5624 if (textureflags & TEXF_ALPHA)
5626 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5628 if (basepixels[j] < 255)
5630 skinframe->hasalpha = true;
5634 if (r_loadfog && skinframe->hasalpha)
5636 // has transparent pixels
5637 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5638 for (j = 0;j < image_width * image_height * 4;j += 4)
5643 pixels[j+3] = basepixels[j+3];
5645 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);
5649 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5650 //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]);
5651 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5652 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5654 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5659 if (r_loadnormalmap)
5660 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5661 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5663 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5664 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5665 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5666 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5669 // _norm is the name used by tenebrae and has been adopted as standard
5670 if (r_loadnormalmap && skinframe->nmap == NULL)
5672 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5674 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);
5678 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5680 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5681 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5682 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);
5684 Mem_Free(bumppixels);
5686 else if (r_shadow_bumpscale_basetexture.value > 0)
5688 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5689 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5690 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);
5693 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5694 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5697 // _luma is supported only for tenebrae compatibility
5698 // _glow is the preferred name
5699 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5701 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);
5702 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5703 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5704 Mem_Free(pixels);pixels = NULL;
5707 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5709 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);
5710 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5711 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5716 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5718 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);
5719 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5720 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5725 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5727 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);
5728 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5729 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5734 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5736 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5737 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5738 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5744 Mem_Free(basepixels);
5749 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5750 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5753 unsigned char *temp1, *temp2;
5754 skinframe_t *skinframe;
5756 if (cls.state == ca_dedicated)
5759 // if already loaded just return it, otherwise make a new skinframe
5760 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5761 if (skinframe && skinframe->base)
5764 skinframe->stain = NULL;
5765 skinframe->merged = NULL;
5766 skinframe->base = NULL;
5767 skinframe->pants = NULL;
5768 skinframe->shirt = NULL;
5769 skinframe->nmap = NULL;
5770 skinframe->gloss = NULL;
5771 skinframe->glow = NULL;
5772 skinframe->fog = NULL;
5773 skinframe->reflect = NULL;
5774 skinframe->hasalpha = false;
5776 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5780 if (developer_loading.integer)
5781 Con_Printf("loading 32bit skin \"%s\"\n", name);
5783 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5785 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5786 temp2 = temp1 + width * height * 4;
5787 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5788 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5791 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5792 if (textureflags & TEXF_ALPHA)
5794 for (i = 3;i < width * height * 4;i += 4)
5796 if (skindata[i] < 255)
5798 skinframe->hasalpha = true;
5802 if (r_loadfog && skinframe->hasalpha)
5804 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5805 memcpy(fogpixels, skindata, width * height * 4);
5806 for (i = 0;i < width * height * 4;i += 4)
5807 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5808 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5809 Mem_Free(fogpixels);
5813 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5814 //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]);
5819 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5823 skinframe_t *skinframe;
5825 if (cls.state == ca_dedicated)
5828 // if already loaded just return it, otherwise make a new skinframe
5829 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5830 if (skinframe && skinframe->base)
5833 skinframe->stain = NULL;
5834 skinframe->merged = NULL;
5835 skinframe->base = NULL;
5836 skinframe->pants = NULL;
5837 skinframe->shirt = NULL;
5838 skinframe->nmap = NULL;
5839 skinframe->gloss = NULL;
5840 skinframe->glow = NULL;
5841 skinframe->fog = NULL;
5842 skinframe->reflect = NULL;
5843 skinframe->hasalpha = false;
5845 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5849 if (developer_loading.integer)
5850 Con_Printf("loading quake skin \"%s\"\n", name);
5852 // 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)
5853 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5854 memcpy(skinframe->qpixels, skindata, width*height);
5855 skinframe->qwidth = width;
5856 skinframe->qheight = height;
5859 for (i = 0;i < width * height;i++)
5860 featuresmask |= palette_featureflags[skindata[i]];
5862 skinframe->hasalpha = false;
5863 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5864 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5865 skinframe->qgeneratemerged = true;
5866 skinframe->qgeneratebase = skinframe->qhascolormapping;
5867 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5869 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5870 //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]);
5875 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5879 unsigned char *skindata;
5881 if (!skinframe->qpixels)
5884 if (!skinframe->qhascolormapping)
5885 colormapped = false;
5889 if (!skinframe->qgeneratebase)
5894 if (!skinframe->qgeneratemerged)
5898 width = skinframe->qwidth;
5899 height = skinframe->qheight;
5900 skindata = skinframe->qpixels;
5902 if (skinframe->qgeneratenmap)
5904 unsigned char *temp1, *temp2;
5905 skinframe->qgeneratenmap = false;
5906 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5907 temp2 = temp1 + width * height * 4;
5908 // use either a custom palette or the quake palette
5909 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5910 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5911 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5915 if (skinframe->qgenerateglow)
5917 skinframe->qgenerateglow = false;
5918 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5923 skinframe->qgeneratebase = false;
5924 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);
5925 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5926 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5930 skinframe->qgeneratemerged = false;
5931 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5934 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5936 Mem_Free(skinframe->qpixels);
5937 skinframe->qpixels = NULL;
5941 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)
5944 skinframe_t *skinframe;
5946 if (cls.state == ca_dedicated)
5949 // if already loaded just return it, otherwise make a new skinframe
5950 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5951 if (skinframe && skinframe->base)
5954 skinframe->stain = NULL;
5955 skinframe->merged = NULL;
5956 skinframe->base = NULL;
5957 skinframe->pants = NULL;
5958 skinframe->shirt = NULL;
5959 skinframe->nmap = NULL;
5960 skinframe->gloss = NULL;
5961 skinframe->glow = NULL;
5962 skinframe->fog = NULL;
5963 skinframe->reflect = NULL;
5964 skinframe->hasalpha = false;
5966 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5970 if (developer_loading.integer)
5971 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5973 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5974 if (textureflags & TEXF_ALPHA)
5976 for (i = 0;i < width * height;i++)
5978 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5980 skinframe->hasalpha = true;
5984 if (r_loadfog && skinframe->hasalpha)
5985 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5988 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5989 //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]);
5994 skinframe_t *R_SkinFrame_LoadMissing(void)
5996 skinframe_t *skinframe;
5998 if (cls.state == ca_dedicated)
6001 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6002 skinframe->stain = NULL;
6003 skinframe->merged = NULL;
6004 skinframe->base = NULL;
6005 skinframe->pants = NULL;
6006 skinframe->shirt = NULL;
6007 skinframe->nmap = NULL;
6008 skinframe->gloss = NULL;
6009 skinframe->glow = NULL;
6010 skinframe->fog = NULL;
6011 skinframe->reflect = NULL;
6012 skinframe->hasalpha = false;
6014 skinframe->avgcolor[0] = rand() / RAND_MAX;
6015 skinframe->avgcolor[1] = rand() / RAND_MAX;
6016 skinframe->avgcolor[2] = rand() / RAND_MAX;
6017 skinframe->avgcolor[3] = 1;
6022 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6023 typedef struct suffixinfo_s
6026 qboolean flipx, flipy, flipdiagonal;
6029 static suffixinfo_t suffix[3][6] =
6032 {"px", false, false, false},
6033 {"nx", false, false, false},
6034 {"py", false, false, false},
6035 {"ny", false, false, false},
6036 {"pz", false, false, false},
6037 {"nz", false, false, false}
6040 {"posx", false, false, false},
6041 {"negx", false, false, false},
6042 {"posy", false, false, false},
6043 {"negy", false, false, false},
6044 {"posz", false, false, false},
6045 {"negz", false, false, false}
6048 {"rt", true, false, true},
6049 {"lf", false, true, true},
6050 {"ft", true, true, false},
6051 {"bk", false, false, false},
6052 {"up", true, false, true},
6053 {"dn", true, false, true}
6057 static int componentorder[4] = {0, 1, 2, 3};
6059 rtexture_t *R_LoadCubemap(const char *basename)
6061 int i, j, cubemapsize;
6062 unsigned char *cubemappixels, *image_buffer;
6063 rtexture_t *cubemaptexture;
6065 // must start 0 so the first loadimagepixels has no requested width/height
6067 cubemappixels = NULL;
6068 cubemaptexture = NULL;
6069 // keep trying different suffix groups (posx, px, rt) until one loads
6070 for (j = 0;j < 3 && !cubemappixels;j++)
6072 // load the 6 images in the suffix group
6073 for (i = 0;i < 6;i++)
6075 // generate an image name based on the base and and suffix
6076 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6078 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6080 // an image loaded, make sure width and height are equal
6081 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6083 // if this is the first image to load successfully, allocate the cubemap memory
6084 if (!cubemappixels && image_width >= 1)
6086 cubemapsize = image_width;
6087 // note this clears to black, so unavailable sides are black
6088 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6090 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6092 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6095 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6097 Mem_Free(image_buffer);
6101 // if a cubemap loaded, upload it
6104 if (developer_loading.integer)
6105 Con_Printf("loading cubemap \"%s\"\n", basename);
6107 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6108 Mem_Free(cubemappixels);
6112 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6113 if (developer_loading.integer)
6115 Con_Printf("(tried tried images ");
6116 for (j = 0;j < 3;j++)
6117 for (i = 0;i < 6;i++)
6118 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6119 Con_Print(" and was unable to find any of them).\n");
6122 return cubemaptexture;
6125 rtexture_t *R_GetCubemap(const char *basename)
6128 for (i = 0;i < r_texture_numcubemaps;i++)
6129 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6130 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6131 if (i >= MAX_CUBEMAPS)
6132 return r_texture_whitecube;
6133 r_texture_numcubemaps++;
6134 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6135 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6136 return r_texture_cubemaps[i].texture;
6139 void R_FreeCubemaps(void)
6142 for (i = 0;i < r_texture_numcubemaps;i++)
6144 if (developer_loading.integer)
6145 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6146 if (r_texture_cubemaps[i].texture)
6147 R_FreeTexture(r_texture_cubemaps[i].texture);
6149 r_texture_numcubemaps = 0;
6152 void R_Main_FreeViewCache(void)
6154 if (r_refdef.viewcache.entityvisible)
6155 Mem_Free(r_refdef.viewcache.entityvisible);
6156 if (r_refdef.viewcache.world_pvsbits)
6157 Mem_Free(r_refdef.viewcache.world_pvsbits);
6158 if (r_refdef.viewcache.world_leafvisible)
6159 Mem_Free(r_refdef.viewcache.world_leafvisible);
6160 if (r_refdef.viewcache.world_surfacevisible)
6161 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6162 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6165 void R_Main_ResizeViewCache(void)
6167 int numentities = r_refdef.scene.numentities;
6168 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6169 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6170 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6171 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6172 if (r_refdef.viewcache.maxentities < numentities)
6174 r_refdef.viewcache.maxentities = numentities;
6175 if (r_refdef.viewcache.entityvisible)
6176 Mem_Free(r_refdef.viewcache.entityvisible);
6177 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6179 if (r_refdef.viewcache.world_numclusters != numclusters)
6181 r_refdef.viewcache.world_numclusters = numclusters;
6182 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6183 if (r_refdef.viewcache.world_pvsbits)
6184 Mem_Free(r_refdef.viewcache.world_pvsbits);
6185 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6187 if (r_refdef.viewcache.world_numleafs != numleafs)
6189 r_refdef.viewcache.world_numleafs = numleafs;
6190 if (r_refdef.viewcache.world_leafvisible)
6191 Mem_Free(r_refdef.viewcache.world_leafvisible);
6192 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6194 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6196 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6197 if (r_refdef.viewcache.world_surfacevisible)
6198 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6199 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6203 extern rtexture_t *loadingscreentexture;
6204 void gl_main_start(void)
6206 loadingscreentexture = NULL;
6207 r_texture_blanknormalmap = NULL;
6208 r_texture_white = NULL;
6209 r_texture_grey128 = NULL;
6210 r_texture_black = NULL;
6211 r_texture_whitecube = NULL;
6212 r_texture_normalizationcube = NULL;
6213 r_texture_fogattenuation = NULL;
6214 r_texture_fogheighttexture = NULL;
6215 r_texture_gammaramps = NULL;
6216 r_texture_numcubemaps = 0;
6218 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6219 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6221 switch(vid.renderpath)
6223 case RENDERPATH_GL20:
6224 case RENDERPATH_CGGL:
6225 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6226 Cvar_SetValueQuick(&gl_combine, 1);
6227 Cvar_SetValueQuick(&r_glsl, 1);
6228 r_loadnormalmap = true;
6232 case RENDERPATH_GL13:
6233 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6234 Cvar_SetValueQuick(&gl_combine, 1);
6235 Cvar_SetValueQuick(&r_glsl, 0);
6236 r_loadnormalmap = false;
6237 r_loadgloss = false;
6240 case RENDERPATH_GL11:
6241 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6242 Cvar_SetValueQuick(&gl_combine, 0);
6243 Cvar_SetValueQuick(&r_glsl, 0);
6244 r_loadnormalmap = false;
6245 r_loadgloss = false;
6251 R_FrameData_Reset();
6255 memset(r_queries, 0, sizeof(r_queries));
6257 r_qwskincache = NULL;
6258 r_qwskincache_size = 0;
6260 // set up r_skinframe loading system for textures
6261 memset(&r_skinframe, 0, sizeof(r_skinframe));
6262 r_skinframe.loadsequence = 1;
6263 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6265 r_main_texturepool = R_AllocTexturePool();
6266 R_BuildBlankTextures();
6268 if (vid.support.arb_texture_cube_map)
6271 R_BuildNormalizationCube();
6273 r_texture_fogattenuation = NULL;
6274 r_texture_fogheighttexture = NULL;
6275 r_texture_gammaramps = NULL;
6276 //r_texture_fogintensity = NULL;
6277 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6278 memset(&r_waterstate, 0, sizeof(r_waterstate));
6279 r_glsl_permutation = NULL;
6280 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6281 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6282 glslshaderstring = NULL;
6284 r_cg_permutation = NULL;
6285 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6286 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6287 cgshaderstring = NULL;
6289 memset(&r_svbsp, 0, sizeof (r_svbsp));
6291 r_refdef.fogmasktable_density = 0;
6294 void gl_main_shutdown(void)
6297 R_FrameData_Reset();
6299 R_Main_FreeViewCache();
6302 qglDeleteQueriesARB(r_maxqueries, r_queries);
6306 memset(r_queries, 0, sizeof(r_queries));
6308 r_qwskincache = NULL;
6309 r_qwskincache_size = 0;
6311 // clear out the r_skinframe state
6312 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6313 memset(&r_skinframe, 0, sizeof(r_skinframe));
6316 Mem_Free(r_svbsp.nodes);
6317 memset(&r_svbsp, 0, sizeof (r_svbsp));
6318 R_FreeTexturePool(&r_main_texturepool);
6319 loadingscreentexture = NULL;
6320 r_texture_blanknormalmap = NULL;
6321 r_texture_white = NULL;
6322 r_texture_grey128 = NULL;
6323 r_texture_black = NULL;
6324 r_texture_whitecube = NULL;
6325 r_texture_normalizationcube = NULL;
6326 r_texture_fogattenuation = NULL;
6327 r_texture_fogheighttexture = NULL;
6328 r_texture_gammaramps = NULL;
6329 r_texture_numcubemaps = 0;
6330 //r_texture_fogintensity = NULL;
6331 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6332 memset(&r_waterstate, 0, sizeof(r_waterstate));
6333 r_glsl_permutation = NULL;
6334 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6335 glslshaderstring = NULL;
6337 r_cg_permutation = NULL;
6338 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6339 cgshaderstring = NULL;
6344 extern void CL_ParseEntityLump(char *entitystring);
6345 void gl_main_newmap(void)
6347 // FIXME: move this code to client
6349 char *entities, entname[MAX_QPATH];
6351 Mem_Free(r_qwskincache);
6352 r_qwskincache = NULL;
6353 r_qwskincache_size = 0;
6356 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6357 l = (int)strlen(entname) - 4;
6358 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6360 memcpy(entname + l, ".ent", 5);
6361 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6363 CL_ParseEntityLump(entities);
6368 if (cl.worldmodel->brush.entities)
6369 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6371 R_Main_FreeViewCache();
6373 R_FrameData_Reset();
6376 void GL_Main_Init(void)
6378 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6380 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6381 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6382 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6383 if (gamemode == GAME_NEHAHRA)
6385 Cvar_RegisterVariable (&gl_fogenable);
6386 Cvar_RegisterVariable (&gl_fogdensity);
6387 Cvar_RegisterVariable (&gl_fogred);
6388 Cvar_RegisterVariable (&gl_foggreen);
6389 Cvar_RegisterVariable (&gl_fogblue);
6390 Cvar_RegisterVariable (&gl_fogstart);
6391 Cvar_RegisterVariable (&gl_fogend);
6392 Cvar_RegisterVariable (&gl_skyclip);
6394 Cvar_RegisterVariable(&r_motionblur);
6395 Cvar_RegisterVariable(&r_motionblur_maxblur);
6396 Cvar_RegisterVariable(&r_motionblur_bmin);
6397 Cvar_RegisterVariable(&r_motionblur_vmin);
6398 Cvar_RegisterVariable(&r_motionblur_vmax);
6399 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6400 Cvar_RegisterVariable(&r_motionblur_randomize);
6401 Cvar_RegisterVariable(&r_damageblur);
6402 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6403 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6404 Cvar_RegisterVariable(&r_equalize_entities_by);
6405 Cvar_RegisterVariable(&r_equalize_entities_to);
6406 Cvar_RegisterVariable(&r_depthfirst);
6407 Cvar_RegisterVariable(&r_useinfinitefarclip);
6408 Cvar_RegisterVariable(&r_farclip_base);
6409 Cvar_RegisterVariable(&r_farclip_world);
6410 Cvar_RegisterVariable(&r_nearclip);
6411 Cvar_RegisterVariable(&r_showbboxes);
6412 Cvar_RegisterVariable(&r_showsurfaces);
6413 Cvar_RegisterVariable(&r_showtris);
6414 Cvar_RegisterVariable(&r_shownormals);
6415 Cvar_RegisterVariable(&r_showlighting);
6416 Cvar_RegisterVariable(&r_showshadowvolumes);
6417 Cvar_RegisterVariable(&r_showcollisionbrushes);
6418 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6419 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6420 Cvar_RegisterVariable(&r_showdisabledepthtest);
6421 Cvar_RegisterVariable(&r_drawportals);
6422 Cvar_RegisterVariable(&r_drawentities);
6423 Cvar_RegisterVariable(&r_cullentities_trace);
6424 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6425 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6426 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6427 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6428 Cvar_RegisterVariable(&r_drawviewmodel);
6429 Cvar_RegisterVariable(&r_drawexteriormodel);
6430 Cvar_RegisterVariable(&r_speeds);
6431 Cvar_RegisterVariable(&r_fullbrights);
6432 Cvar_RegisterVariable(&r_wateralpha);
6433 Cvar_RegisterVariable(&r_dynamic);
6434 Cvar_RegisterVariable(&r_fullbright);
6435 Cvar_RegisterVariable(&r_shadows);
6436 Cvar_RegisterVariable(&r_shadows_darken);
6437 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6438 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6439 Cvar_RegisterVariable(&r_shadows_throwdistance);
6440 Cvar_RegisterVariable(&r_shadows_throwdirection);
6441 Cvar_RegisterVariable(&r_shadows_focus);
6442 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6443 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6444 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6445 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6446 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6447 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6448 Cvar_RegisterVariable(&r_fog_exp2);
6449 Cvar_RegisterVariable(&r_drawfog);
6450 Cvar_RegisterVariable(&r_transparentdepthmasking);
6451 Cvar_RegisterVariable(&r_texture_dds_load);
6452 Cvar_RegisterVariable(&r_texture_dds_save);
6453 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6454 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6455 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6456 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6457 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6458 Cvar_RegisterVariable(&r_textureunits);
6459 Cvar_RegisterVariable(&gl_combine);
6460 Cvar_RegisterVariable(&r_glsl);
6461 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6462 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6463 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6464 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6465 Cvar_RegisterVariable(&r_glsl_postprocess);
6466 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6467 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6468 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6469 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6470 Cvar_RegisterVariable(&r_water);
6471 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6472 Cvar_RegisterVariable(&r_water_clippingplanebias);
6473 Cvar_RegisterVariable(&r_water_refractdistort);
6474 Cvar_RegisterVariable(&r_water_reflectdistort);
6475 Cvar_RegisterVariable(&r_lerpsprites);
6476 Cvar_RegisterVariable(&r_lerpmodels);
6477 Cvar_RegisterVariable(&r_lerplightstyles);
6478 Cvar_RegisterVariable(&r_waterscroll);
6479 Cvar_RegisterVariable(&r_bloom);
6480 Cvar_RegisterVariable(&r_bloom_colorscale);
6481 Cvar_RegisterVariable(&r_bloom_brighten);
6482 Cvar_RegisterVariable(&r_bloom_blur);
6483 Cvar_RegisterVariable(&r_bloom_resolution);
6484 Cvar_RegisterVariable(&r_bloom_colorexponent);
6485 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6486 Cvar_RegisterVariable(&r_hdr);
6487 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6488 Cvar_RegisterVariable(&r_hdr_glowintensity);
6489 Cvar_RegisterVariable(&r_hdr_range);
6490 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6491 Cvar_RegisterVariable(&developer_texturelogging);
6492 Cvar_RegisterVariable(&gl_lightmaps);
6493 Cvar_RegisterVariable(&r_test);
6494 Cvar_RegisterVariable(&r_batchmode);
6495 Cvar_RegisterVariable(&r_glsl_saturation);
6496 Cvar_RegisterVariable(&r_framedatasize);
6497 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6498 Cvar_SetValue("r_fullbrights", 0);
6499 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6501 Cvar_RegisterVariable(&r_track_sprites);
6502 Cvar_RegisterVariable(&r_track_sprites_flags);
6503 Cvar_RegisterVariable(&r_track_sprites_scalew);
6504 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6505 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6506 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6509 extern void R_Textures_Init(void);
6510 extern void GL_Draw_Init(void);
6511 extern void GL_Main_Init(void);
6512 extern void R_Shadow_Init(void);
6513 extern void R_Sky_Init(void);
6514 extern void GL_Surf_Init(void);
6515 extern void R_Particles_Init(void);
6516 extern void R_Explosion_Init(void);
6517 extern void gl_backend_init(void);
6518 extern void Sbar_Init(void);
6519 extern void R_LightningBeams_Init(void);
6520 extern void Mod_RenderInit(void);
6521 extern void Font_Init(void);
6523 void Render_Init(void)
6536 R_LightningBeams_Init();
6545 extern char *ENGINE_EXTENSIONS;
6548 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6549 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6550 gl_version = (const char *)qglGetString(GL_VERSION);
6551 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6555 if (!gl_platformextensions)
6556 gl_platformextensions = "";
6558 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6559 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6560 Con_Printf("GL_VERSION: %s\n", gl_version);
6561 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6562 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6564 VID_CheckExtensions();
6566 // LordHavoc: report supported extensions
6567 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6569 // clear to black (loading plaque will be seen over this)
6571 qglClearColor(0,0,0,1);CHECKGLERROR
6572 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6575 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6579 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6581 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6584 p = r_refdef.view.frustum + i;
6589 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6593 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6597 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6601 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6605 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6609 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6613 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6617 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6625 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6629 for (i = 0;i < numplanes;i++)
6636 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6640 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6644 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6648 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6652 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6656 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6660 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6664 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6672 //==================================================================================
6674 // LordHavoc: this stores temporary data used within the same frame
6676 qboolean r_framedata_failed;
6677 static size_t r_framedata_size;
6678 static size_t r_framedata_current;
6679 static void *r_framedata_base;
6681 void R_FrameData_Reset(void)
6683 if (r_framedata_base)
6684 Mem_Free(r_framedata_base);
6685 r_framedata_base = NULL;
6686 r_framedata_size = 0;
6687 r_framedata_current = 0;
6688 r_framedata_failed = false;
6691 void R_FrameData_NewFrame(void)
6694 if (r_framedata_failed)
6695 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6696 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6697 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6698 if (r_framedata_size != wantedsize)
6700 r_framedata_size = wantedsize;
6701 if (r_framedata_base)
6702 Mem_Free(r_framedata_base);
6703 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6705 r_framedata_current = 0;
6706 r_framedata_failed = false;
6709 void *R_FrameData_Alloc(size_t size)
6713 // align to 16 byte boundary
6714 size = (size + 15) & ~15;
6715 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6716 r_framedata_current += size;
6719 if (r_framedata_current > r_framedata_size)
6720 r_framedata_failed = true;
6722 // return NULL on everything after a failure
6723 if (r_framedata_failed)
6729 void *R_FrameData_Store(size_t size, void *data)
6731 void *d = R_FrameData_Alloc(size);
6733 memcpy(d, data, size);
6737 //==================================================================================
6739 // LordHavoc: animcache originally written by Echon, rewritten since then
6742 * Animation cache prevents re-generating mesh data for an animated model
6743 * multiple times in one frame for lighting, shadowing, reflections, etc.
6746 void R_AnimCache_Free(void)
6750 void R_AnimCache_ClearCache(void)
6753 entity_render_t *ent;
6755 for (i = 0;i < r_refdef.scene.numentities;i++)
6757 ent = r_refdef.scene.entities[i];
6758 ent->animcache_vertex3f = NULL;
6759 ent->animcache_normal3f = NULL;
6760 ent->animcache_svector3f = NULL;
6761 ent->animcache_tvector3f = NULL;
6765 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6767 dp_model_t *model = ent->model;
6769 // see if it's already cached this frame
6770 if (ent->animcache_vertex3f)
6772 // add normals/tangents if needed
6773 if (wantnormals || wanttangents)
6775 if (ent->animcache_normal3f)
6776 wantnormals = false;
6777 if (ent->animcache_svector3f)
6778 wanttangents = false;
6779 if (wantnormals || wanttangents)
6781 numvertices = model->surfmesh.num_vertices;
6783 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6786 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6787 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6789 if (!r_framedata_failed)
6790 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6796 // see if this ent is worth caching
6797 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6799 // get some memory for this entity and generate mesh data
6800 numvertices = model->surfmesh.num_vertices;
6801 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6806 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6807 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6809 if (!r_framedata_failed)
6810 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6812 return !r_framedata_failed;
6815 void R_AnimCache_CacheVisibleEntities(void)
6818 qboolean wantnormals = !r_showsurfaces.integer;
6819 qboolean wanttangents = !r_showsurfaces.integer;
6821 switch(vid.renderpath)
6823 case RENDERPATH_GL20:
6824 case RENDERPATH_CGGL:
6826 case RENDERPATH_GL13:
6827 case RENDERPATH_GL11:
6828 wanttangents = false;
6832 // TODO: thread this
6833 // NOTE: R_PrepareRTLights() also caches entities
6835 for (i = 0;i < r_refdef.scene.numentities;i++)
6836 if (r_refdef.viewcache.entityvisible[i])
6837 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6840 //==================================================================================
6842 static void R_View_UpdateEntityLighting (void)
6845 entity_render_t *ent;
6846 vec3_t tempdiffusenormal, avg;
6847 vec_t f, fa, fd, fdd;
6848 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6850 for (i = 0;i < r_refdef.scene.numentities;i++)
6852 ent = r_refdef.scene.entities[i];
6854 // skip unseen models
6855 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6859 if (ent->model && ent->model->brush.num_leafs)
6861 // TODO: use modellight for r_ambient settings on world?
6862 VectorSet(ent->modellight_ambient, 0, 0, 0);
6863 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6864 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6868 // fetch the lighting from the worldmodel data
6869 VectorClear(ent->modellight_ambient);
6870 VectorClear(ent->modellight_diffuse);
6871 VectorClear(tempdiffusenormal);
6872 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6875 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6876 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6877 if(ent->flags & RENDER_EQUALIZE)
6879 // first fix up ambient lighting...
6880 if(r_equalize_entities_minambient.value > 0)
6882 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6885 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6886 if(fa < r_equalize_entities_minambient.value * fd)
6889 // fa'/fd' = minambient
6890 // fa'+0.25*fd' = fa+0.25*fd
6892 // fa' = fd' * minambient
6893 // fd'*(0.25+minambient) = fa+0.25*fd
6895 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6896 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6898 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6899 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
6900 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6901 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6906 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6908 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6909 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6912 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6913 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6914 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6920 VectorSet(ent->modellight_ambient, 1, 1, 1);
6922 // move the light direction into modelspace coordinates for lighting code
6923 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6924 if(VectorLength2(ent->modellight_lightdir) == 0)
6925 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6926 VectorNormalize(ent->modellight_lightdir);
6930 #define MAX_LINEOFSIGHTTRACES 64
6932 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6935 vec3_t boxmins, boxmaxs;
6938 dp_model_t *model = r_refdef.scene.worldmodel;
6940 if (!model || !model->brush.TraceLineOfSight)
6943 // expand the box a little
6944 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6945 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6946 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6947 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6948 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6949 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6951 // return true if eye is inside enlarged box
6952 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6956 VectorCopy(eye, start);
6957 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6958 if (model->brush.TraceLineOfSight(model, start, end))
6961 // try various random positions
6962 for (i = 0;i < numsamples;i++)
6964 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6965 if (model->brush.TraceLineOfSight(model, start, end))
6973 static void R_View_UpdateEntityVisible (void)
6978 entity_render_t *ent;
6980 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6981 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6982 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6983 : RENDER_EXTERIORMODEL;
6984 if (!r_drawviewmodel.integer)
6985 renderimask |= RENDER_VIEWMODEL;
6986 if (!r_drawexteriormodel.integer)
6987 renderimask |= RENDER_EXTERIORMODEL;
6988 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6990 // worldmodel can check visibility
6991 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6992 for (i = 0;i < r_refdef.scene.numentities;i++)
6994 ent = r_refdef.scene.entities[i];
6995 if (!(ent->flags & renderimask))
6996 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)))
6997 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))
6998 r_refdef.viewcache.entityvisible[i] = true;
7000 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7001 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7003 for (i = 0;i < r_refdef.scene.numentities;i++)
7005 ent = r_refdef.scene.entities[i];
7006 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7008 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7010 continue; // temp entities do pvs only
7011 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7012 ent->last_trace_visibility = realtime;
7013 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7014 r_refdef.viewcache.entityvisible[i] = 0;
7021 // no worldmodel or it can't check visibility
7022 for (i = 0;i < r_refdef.scene.numentities;i++)
7024 ent = r_refdef.scene.entities[i];
7025 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));
7030 /// only used if skyrendermasked, and normally returns false
7031 int R_DrawBrushModelsSky (void)
7034 entity_render_t *ent;
7037 for (i = 0;i < r_refdef.scene.numentities;i++)
7039 if (!r_refdef.viewcache.entityvisible[i])
7041 ent = r_refdef.scene.entities[i];
7042 if (!ent->model || !ent->model->DrawSky)
7044 ent->model->DrawSky(ent);
7050 static void R_DrawNoModel(entity_render_t *ent);
7051 static void R_DrawModels(void)
7054 entity_render_t *ent;
7056 for (i = 0;i < r_refdef.scene.numentities;i++)
7058 if (!r_refdef.viewcache.entityvisible[i])
7060 ent = r_refdef.scene.entities[i];
7061 r_refdef.stats.entities++;
7062 if (ent->model && ent->model->Draw != NULL)
7063 ent->model->Draw(ent);
7069 static void R_DrawModelsDepth(void)
7072 entity_render_t *ent;
7074 for (i = 0;i < r_refdef.scene.numentities;i++)
7076 if (!r_refdef.viewcache.entityvisible[i])
7078 ent = r_refdef.scene.entities[i];
7079 if (ent->model && ent->model->DrawDepth != NULL)
7080 ent->model->DrawDepth(ent);
7084 static void R_DrawModelsDebug(void)
7087 entity_render_t *ent;
7089 for (i = 0;i < r_refdef.scene.numentities;i++)
7091 if (!r_refdef.viewcache.entityvisible[i])
7093 ent = r_refdef.scene.entities[i];
7094 if (ent->model && ent->model->DrawDebug != NULL)
7095 ent->model->DrawDebug(ent);
7099 static void R_DrawModelsAddWaterPlanes(void)
7102 entity_render_t *ent;
7104 for (i = 0;i < r_refdef.scene.numentities;i++)
7106 if (!r_refdef.viewcache.entityvisible[i])
7108 ent = r_refdef.scene.entities[i];
7109 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7110 ent->model->DrawAddWaterPlanes(ent);
7114 static void R_View_SetFrustum(void)
7117 double slopex, slopey;
7118 vec3_t forward, left, up, origin;
7120 // we can't trust r_refdef.view.forward and friends in reflected scenes
7121 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7124 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7125 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7126 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7127 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7128 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7129 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7130 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7131 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7132 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7133 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7134 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7135 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7139 zNear = r_refdef.nearclip;
7140 nudge = 1.0 - 1.0 / (1<<23);
7141 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7142 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7143 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7144 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7145 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7146 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7147 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7148 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7154 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7155 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7156 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7157 r_refdef.view.frustum[0].dist = m[15] - m[12];
7159 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7160 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7161 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7162 r_refdef.view.frustum[1].dist = m[15] + m[12];
7164 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7165 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7166 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7167 r_refdef.view.frustum[2].dist = m[15] - m[13];
7169 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7170 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7171 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7172 r_refdef.view.frustum[3].dist = m[15] + m[13];
7174 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7175 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7176 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7177 r_refdef.view.frustum[4].dist = m[15] - m[14];
7179 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7180 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7181 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7182 r_refdef.view.frustum[5].dist = m[15] + m[14];
7185 if (r_refdef.view.useperspective)
7187 slopex = 1.0 / r_refdef.view.frustum_x;
7188 slopey = 1.0 / r_refdef.view.frustum_y;
7189 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7190 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7191 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7192 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7193 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7195 // Leaving those out was a mistake, those were in the old code, and they
7196 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7197 // I couldn't reproduce it after adding those normalizations. --blub
7198 VectorNormalize(r_refdef.view.frustum[0].normal);
7199 VectorNormalize(r_refdef.view.frustum[1].normal);
7200 VectorNormalize(r_refdef.view.frustum[2].normal);
7201 VectorNormalize(r_refdef.view.frustum[3].normal);
7203 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7204 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]);
7205 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]);
7206 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]);
7207 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]);
7209 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7210 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7211 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7212 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7213 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7217 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7218 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7219 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7220 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7221 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7222 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7223 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7224 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7225 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7226 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7228 r_refdef.view.numfrustumplanes = 5;
7230 if (r_refdef.view.useclipplane)
7232 r_refdef.view.numfrustumplanes = 6;
7233 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7236 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7237 PlaneClassify(r_refdef.view.frustum + i);
7239 // LordHavoc: note to all quake engine coders, Quake had a special case
7240 // for 90 degrees which assumed a square view (wrong), so I removed it,
7241 // Quake2 has it disabled as well.
7243 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7244 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7245 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7246 //PlaneClassify(&frustum[0]);
7248 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7249 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7250 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7251 //PlaneClassify(&frustum[1]);
7253 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7254 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7255 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7256 //PlaneClassify(&frustum[2]);
7258 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7259 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7260 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7261 //PlaneClassify(&frustum[3]);
7264 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7265 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7266 //PlaneClassify(&frustum[4]);
7269 void R_View_Update(void)
7271 R_Main_ResizeViewCache();
7272 R_View_SetFrustum();
7273 R_View_WorldVisibility(r_refdef.view.useclipplane);
7274 R_View_UpdateEntityVisible();
7275 R_View_UpdateEntityLighting();
7278 void R_SetupView(qboolean allowwaterclippingplane)
7280 const float *customclipplane = NULL;
7282 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7284 // LordHavoc: couldn't figure out how to make this approach the
7285 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7286 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7287 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7288 dist = r_refdef.view.clipplane.dist;
7289 plane[0] = r_refdef.view.clipplane.normal[0];
7290 plane[1] = r_refdef.view.clipplane.normal[1];
7291 plane[2] = r_refdef.view.clipplane.normal[2];
7293 customclipplane = plane;
7296 if (!r_refdef.view.useperspective)
7297 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);
7298 else if (vid.stencil && r_useinfinitefarclip.integer)
7299 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);
7301 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);
7302 R_SetViewport(&r_refdef.view.viewport);
7305 void R_EntityMatrix(const matrix4x4_t *matrix)
7307 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7309 gl_modelmatrixchanged = false;
7310 gl_modelmatrix = *matrix;
7311 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7312 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7313 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7314 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7316 switch(vid.renderpath)
7318 case RENDERPATH_GL20:
7319 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7320 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7321 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7323 case RENDERPATH_CGGL:
7326 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7327 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7328 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7331 case RENDERPATH_GL13:
7332 case RENDERPATH_GL11:
7333 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7339 void R_ResetViewRendering2D(void)
7341 r_viewport_t viewport;
7344 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7345 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);
7346 R_SetViewport(&viewport);
7347 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7348 GL_Color(1, 1, 1, 1);
7349 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7350 GL_BlendFunc(GL_ONE, GL_ZERO);
7351 GL_AlphaTest(false);
7352 GL_ScissorTest(false);
7353 GL_DepthMask(false);
7354 GL_DepthRange(0, 1);
7355 GL_DepthTest(false);
7356 R_EntityMatrix(&identitymatrix);
7357 R_Mesh_ResetTextureState();
7358 GL_PolygonOffset(0, 0);
7359 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7360 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7361 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7362 qglStencilMask(~0);CHECKGLERROR
7363 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7364 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7365 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7368 void R_ResetViewRendering3D(void)
7373 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7374 GL_Color(1, 1, 1, 1);
7375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376 GL_BlendFunc(GL_ONE, GL_ZERO);
7377 GL_AlphaTest(false);
7378 GL_ScissorTest(true);
7380 GL_DepthRange(0, 1);
7382 R_EntityMatrix(&identitymatrix);
7383 R_Mesh_ResetTextureState();
7384 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7385 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388 qglStencilMask(~0);CHECKGLERROR
7389 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391 GL_CullFace(r_refdef.view.cullface_back);
7396 R_RenderView_UpdateViewVectors
7399 static void R_RenderView_UpdateViewVectors(void)
7401 // break apart the view matrix into vectors for various purposes
7402 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7403 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7404 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7405 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7406 // make an inverted copy of the view matrix for tracking sprites
7407 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7410 void R_RenderScene(void);
7411 void R_RenderWaterPlanes(void);
7413 static void R_Water_StartFrame(void)
7416 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7417 r_waterstate_waterplane_t *p;
7419 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7422 switch(vid.renderpath)
7424 case RENDERPATH_GL20:
7425 case RENDERPATH_CGGL:
7427 case RENDERPATH_GL13:
7428 case RENDERPATH_GL11:
7432 // set waterwidth and waterheight to the water resolution that will be
7433 // used (often less than the screen resolution for faster rendering)
7434 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7435 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7437 // calculate desired texture sizes
7438 // can't use water if the card does not support the texture size
7439 if (!r_water.integer || r_showsurfaces.integer)
7440 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7441 else if (vid.support.arb_texture_non_power_of_two)
7443 texturewidth = waterwidth;
7444 textureheight = waterheight;
7445 camerawidth = waterwidth;
7446 cameraheight = waterheight;
7450 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7451 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7452 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7453 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7456 // allocate textures as needed
7457 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7459 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7460 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7462 if (p->texture_refraction)
7463 R_FreeTexture(p->texture_refraction);
7464 p->texture_refraction = NULL;
7465 if (p->texture_reflection)
7466 R_FreeTexture(p->texture_reflection);
7467 p->texture_reflection = NULL;
7468 if (p->texture_camera)
7469 R_FreeTexture(p->texture_camera);
7470 p->texture_camera = NULL;
7472 memset(&r_waterstate, 0, sizeof(r_waterstate));
7473 r_waterstate.texturewidth = texturewidth;
7474 r_waterstate.textureheight = textureheight;
7475 r_waterstate.camerawidth = camerawidth;
7476 r_waterstate.cameraheight = cameraheight;
7479 if (r_waterstate.texturewidth)
7481 r_waterstate.enabled = true;
7483 // when doing a reduced render (HDR) we want to use a smaller area
7484 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7485 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7487 // set up variables that will be used in shader setup
7488 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7489 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7490 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7494 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7495 r_waterstate.numwaterplanes = 0;
7498 void R_Water_AddWaterPlane(msurface_t *surface)
7500 int triangleindex, planeindex;
7507 r_waterstate_waterplane_t *p;
7508 texture_t *t = R_GetCurrentTexture(surface->texture);
7509 cam_ent = t->camera_entity;
7510 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7513 // just use the first triangle with a valid normal for any decisions
7514 VectorClear(normal);
7515 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7517 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7518 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7519 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7520 TriangleNormal(vert[0], vert[1], vert[2], normal);
7521 if (VectorLength2(normal) >= 0.001)
7525 VectorCopy(normal, plane.normal);
7526 VectorNormalize(plane.normal);
7527 plane.dist = DotProduct(vert[0], plane.normal);
7528 PlaneClassify(&plane);
7529 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7531 // skip backfaces (except if nocullface is set)
7532 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7534 VectorNegate(plane.normal, plane.normal);
7536 PlaneClassify(&plane);
7540 // find a matching plane if there is one
7541 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7542 if(p->camera_entity == t->camera_entity)
7543 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7545 if (planeindex >= r_waterstate.maxwaterplanes)
7546 return; // nothing we can do, out of planes
7548 // if this triangle does not fit any known plane rendered this frame, add one
7549 if (planeindex >= r_waterstate.numwaterplanes)
7551 // store the new plane
7552 r_waterstate.numwaterplanes++;
7554 // clear materialflags and pvs
7555 p->materialflags = 0;
7556 p->pvsvalid = false;
7557 p->camera_entity = t->camera_entity;
7559 // merge this surface's materialflags into the waterplane
7560 p->materialflags |= t->currentmaterialflags;
7561 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7563 // merge this surface's PVS into the waterplane
7564 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7565 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7566 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7568 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7574 static void R_Water_ProcessPlanes(void)
7576 r_refdef_view_t originalview;
7577 r_refdef_view_t myview;
7579 r_waterstate_waterplane_t *p;
7582 originalview = r_refdef.view;
7584 // make sure enough textures are allocated
7585 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7587 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7589 if (!p->texture_refraction)
7590 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7591 if (!p->texture_refraction)
7594 else if (p->materialflags & MATERIALFLAG_CAMERA)
7596 if (!p->texture_camera)
7597 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7598 if (!p->texture_camera)
7602 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7604 if (!p->texture_reflection)
7605 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7606 if (!p->texture_reflection)
7612 r_refdef.view = originalview;
7613 r_refdef.view.showdebug = false;
7614 r_refdef.view.width = r_waterstate.waterwidth;
7615 r_refdef.view.height = r_waterstate.waterheight;
7616 r_refdef.view.useclipplane = true;
7617 myview = r_refdef.view;
7618 r_waterstate.renderingscene = true;
7619 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7621 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7623 r_refdef.view = myview;
7624 // render reflected scene and copy into texture
7625 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7626 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7627 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7628 r_refdef.view.clipplane = p->plane;
7629 // reverse the cullface settings for this render
7630 r_refdef.view.cullface_front = GL_FRONT;
7631 r_refdef.view.cullface_back = GL_BACK;
7632 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7634 r_refdef.view.usecustompvs = true;
7636 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7638 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7641 R_ResetViewRendering3D();
7642 R_ClearScreen(r_refdef.fogenabled);
7646 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7649 // render the normal view scene and copy into texture
7650 // (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)
7651 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7653 r_waterstate.renderingrefraction = true;
7654 r_refdef.view = myview;
7656 r_refdef.view.clipplane = p->plane;
7657 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7658 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7660 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7662 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7663 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7664 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7665 R_RenderView_UpdateViewVectors();
7666 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7669 PlaneClassify(&r_refdef.view.clipplane);
7671 R_ResetViewRendering3D();
7672 R_ClearScreen(r_refdef.fogenabled);
7676 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7677 r_waterstate.renderingrefraction = false;
7679 else if (p->materialflags & MATERIALFLAG_CAMERA)
7681 r_refdef.view = myview;
7683 r_refdef.view.clipplane = p->plane;
7684 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7685 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7687 r_refdef.view.width = r_waterstate.camerawidth;
7688 r_refdef.view.height = r_waterstate.cameraheight;
7689 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7690 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7692 if(p->camera_entity)
7694 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7695 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7698 // reverse the cullface settings for this render
7699 r_refdef.view.cullface_front = GL_FRONT;
7700 r_refdef.view.cullface_back = GL_BACK;
7701 // also reverse the view matrix
7702 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7703 R_RenderView_UpdateViewVectors();
7704 if(p->camera_entity)
7705 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7707 // camera needs no clipplane
7708 r_refdef.view.useclipplane = false;
7710 PlaneClassify(&r_refdef.view.clipplane);
7712 R_ResetViewRendering3D();
7713 R_ClearScreen(r_refdef.fogenabled);
7717 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7718 r_waterstate.renderingrefraction = false;
7722 r_waterstate.renderingscene = false;
7723 r_refdef.view = originalview;
7724 R_ResetViewRendering3D();
7725 R_ClearScreen(r_refdef.fogenabled);
7729 r_refdef.view = originalview;
7730 r_waterstate.renderingscene = false;
7731 Cvar_SetValueQuick(&r_water, 0);
7732 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7736 void R_Bloom_StartFrame(void)
7738 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7740 switch(vid.renderpath)
7742 case RENDERPATH_GL20:
7743 case RENDERPATH_CGGL:
7745 case RENDERPATH_GL13:
7746 case RENDERPATH_GL11:
7750 // set bloomwidth and bloomheight to the bloom resolution that will be
7751 // used (often less than the screen resolution for faster rendering)
7752 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7753 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7754 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7755 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7756 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7758 // calculate desired texture sizes
7759 if (vid.support.arb_texture_non_power_of_two)
7761 screentexturewidth = r_refdef.view.width;
7762 screentextureheight = r_refdef.view.height;
7763 bloomtexturewidth = r_bloomstate.bloomwidth;
7764 bloomtextureheight = r_bloomstate.bloomheight;
7768 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7769 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7770 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7771 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7774 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))
7776 Cvar_SetValueQuick(&r_hdr, 0);
7777 Cvar_SetValueQuick(&r_bloom, 0);
7778 Cvar_SetValueQuick(&r_motionblur, 0);
7779 Cvar_SetValueQuick(&r_damageblur, 0);
7782 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)))
7783 screentexturewidth = screentextureheight = 0;
7784 if (!r_hdr.integer && !r_bloom.integer)
7785 bloomtexturewidth = bloomtextureheight = 0;
7787 // allocate textures as needed
7788 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7790 if (r_bloomstate.texture_screen)
7791 R_FreeTexture(r_bloomstate.texture_screen);
7792 r_bloomstate.texture_screen = NULL;
7793 r_bloomstate.screentexturewidth = screentexturewidth;
7794 r_bloomstate.screentextureheight = screentextureheight;
7795 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7796 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7798 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7800 if (r_bloomstate.texture_bloom)
7801 R_FreeTexture(r_bloomstate.texture_bloom);
7802 r_bloomstate.texture_bloom = NULL;
7803 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7804 r_bloomstate.bloomtextureheight = bloomtextureheight;
7805 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7806 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7809 // when doing a reduced render (HDR) we want to use a smaller area
7810 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7811 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7812 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7813 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7814 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7816 // set up a texcoord array for the full resolution screen image
7817 // (we have to keep this around to copy back during final render)
7818 r_bloomstate.screentexcoord2f[0] = 0;
7819 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7820 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7821 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7822 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7823 r_bloomstate.screentexcoord2f[5] = 0;
7824 r_bloomstate.screentexcoord2f[6] = 0;
7825 r_bloomstate.screentexcoord2f[7] = 0;
7827 // set up a texcoord array for the reduced resolution bloom image
7828 // (which will be additive blended over the screen image)
7829 r_bloomstate.bloomtexcoord2f[0] = 0;
7830 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7831 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7832 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7834 r_bloomstate.bloomtexcoord2f[5] = 0;
7835 r_bloomstate.bloomtexcoord2f[6] = 0;
7836 r_bloomstate.bloomtexcoord2f[7] = 0;
7838 if (r_hdr.integer || r_bloom.integer)
7840 r_bloomstate.enabled = true;
7841 r_bloomstate.hdr = r_hdr.integer != 0;
7844 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);
7847 void R_Bloom_CopyBloomTexture(float colorscale)
7849 r_refdef.stats.bloom++;
7851 // scale down screen texture to the bloom texture size
7853 R_SetViewport(&r_bloomstate.viewport);
7854 GL_BlendFunc(GL_ONE, GL_ZERO);
7855 GL_Color(colorscale, colorscale, colorscale, 1);
7856 // TODO: optimize with multitexture or GLSL
7857 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7858 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7859 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7860 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7862 // we now have a bloom image in the framebuffer
7863 // copy it into the bloom image texture for later processing
7864 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7865 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7868 void R_Bloom_CopyHDRTexture(void)
7870 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7871 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7874 void R_Bloom_MakeTexture(void)
7877 float xoffset, yoffset, r, brighten;
7879 r_refdef.stats.bloom++;
7881 R_ResetViewRendering2D();
7882 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7883 R_Mesh_ColorPointer(NULL, 0, 0);
7885 // we have a bloom image in the framebuffer
7887 R_SetViewport(&r_bloomstate.viewport);
7889 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7892 r = bound(0, r_bloom_colorexponent.value / x, 1);
7893 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7894 GL_Color(r, r, r, 1);
7895 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7896 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7897 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7898 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7900 // copy the vertically blurred bloom view to a texture
7901 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7902 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7905 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7906 brighten = r_bloom_brighten.value;
7908 brighten *= r_hdr_range.value;
7909 brighten = sqrt(brighten);
7911 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7912 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7913 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7915 for (dir = 0;dir < 2;dir++)
7917 // blend on at multiple vertical offsets to achieve a vertical blur
7918 // TODO: do offset blends using GLSL
7919 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7920 GL_BlendFunc(GL_ONE, GL_ZERO);
7921 for (x = -range;x <= range;x++)
7923 if (!dir){xoffset = 0;yoffset = x;}
7924 else {xoffset = x;yoffset = 0;}
7925 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7926 yoffset /= (float)r_bloomstate.bloomtextureheight;
7927 // compute a texcoord array with the specified x and y offset
7928 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7929 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7930 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7931 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7932 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7933 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7934 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7935 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7936 // this r value looks like a 'dot' particle, fading sharply to
7937 // black at the edges
7938 // (probably not realistic but looks good enough)
7939 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7940 //r = brighten/(range*2+1);
7941 r = brighten / (range * 2 + 1);
7943 r *= (1 - x*x/(float)(range*range));
7944 GL_Color(r, r, r, 1);
7945 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7946 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7947 GL_BlendFunc(GL_ONE, GL_ONE);
7950 // copy the vertically blurred bloom view to a texture
7951 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7952 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7955 // apply subtract last
7956 // (just like it would be in a GLSL shader)
7957 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7959 GL_BlendFunc(GL_ONE, GL_ZERO);
7960 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7961 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7962 GL_Color(1, 1, 1, 1);
7963 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7964 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7966 GL_BlendFunc(GL_ONE, GL_ONE);
7967 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7968 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7969 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7970 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7971 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7972 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7975 // copy the darkened bloom view to a texture
7976 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7977 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7981 void R_HDR_RenderBloomTexture(void)
7983 int oldwidth, oldheight;
7984 float oldcolorscale;
7986 oldcolorscale = r_refdef.view.colorscale;
7987 oldwidth = r_refdef.view.width;
7988 oldheight = r_refdef.view.height;
7989 r_refdef.view.width = r_bloomstate.bloomwidth;
7990 r_refdef.view.height = r_bloomstate.bloomheight;
7992 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7993 // TODO: add exposure compensation features
7994 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7996 r_refdef.view.showdebug = false;
7997 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7999 R_ResetViewRendering3D();
8001 R_ClearScreen(r_refdef.fogenabled);
8002 if (r_timereport_active)
8003 R_TimeReport("HDRclear");
8006 if (r_timereport_active)
8007 R_TimeReport("visibility");
8009 // only do secondary renders with HDR if r_hdr is 2 or higher
8010 r_waterstate.numwaterplanes = 0;
8011 if (r_waterstate.enabled && r_hdr.integer >= 2)
8012 R_RenderWaterPlanes();
8014 r_refdef.view.showdebug = true;
8016 r_waterstate.numwaterplanes = 0;
8018 R_ResetViewRendering2D();
8020 R_Bloom_CopyHDRTexture();
8021 R_Bloom_MakeTexture();
8023 // restore the view settings
8024 r_refdef.view.width = oldwidth;
8025 r_refdef.view.height = oldheight;
8026 r_refdef.view.colorscale = oldcolorscale;
8028 R_ResetViewRendering3D();
8030 R_ClearScreen(r_refdef.fogenabled);
8031 if (r_timereport_active)
8032 R_TimeReport("viewclear");
8035 static void R_BlendView(void)
8037 unsigned int permutation;
8038 float uservecs[4][4];
8040 switch (vid.renderpath)
8042 case RENDERPATH_GL20:
8043 case RENDERPATH_CGGL:
8045 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8046 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8047 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8048 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8049 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8051 if (r_bloomstate.texture_screen)
8053 // make sure the buffer is available
8054 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8056 R_ResetViewRendering2D();
8057 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8058 R_Mesh_ColorPointer(NULL, 0, 0);
8060 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8062 // declare variables
8064 static float avgspeed;
8066 speed = VectorLength(cl.movement_velocity);
8068 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8069 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8071 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8072 speed = bound(0, speed, 1);
8073 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8075 // calculate values into a standard alpha
8076 cl.motionbluralpha = 1 - exp(-
8078 (r_motionblur.value * speed / 80)
8080 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8083 max(0.0001, cl.time - cl.oldtime) // fps independent
8086 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8087 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8089 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8092 GL_Color(1, 1, 1, cl.motionbluralpha);
8093 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8094 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8095 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8096 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8100 // copy view into the screen texture
8101 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8102 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8104 else if (!r_bloomstate.texture_bloom)
8106 // we may still have to do view tint...
8107 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8109 // apply a color tint to the whole view
8110 R_ResetViewRendering2D();
8111 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8112 R_Mesh_ColorPointer(NULL, 0, 0);
8113 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8114 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8115 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8116 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8118 break; // no screen processing, no bloom, skip it
8121 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8123 // render simple bloom effect
8124 // copy the screen and shrink it and darken it for the bloom process
8125 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8126 // make the bloom texture
8127 R_Bloom_MakeTexture();
8130 #if _MSC_VER >= 1400
8131 #define sscanf sscanf_s
8133 memset(uservecs, 0, sizeof(uservecs));
8134 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8135 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8136 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8137 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8139 R_ResetViewRendering2D();
8140 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8141 R_Mesh_ColorPointer(NULL, 0, 0);
8142 GL_Color(1, 1, 1, 1);
8143 GL_BlendFunc(GL_ONE, GL_ZERO);
8144 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8145 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8147 switch(vid.renderpath)
8149 case RENDERPATH_GL20:
8150 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8151 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8152 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8153 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8154 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]);
8155 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8156 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]);
8157 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]);
8158 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]);
8159 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]);
8160 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8161 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8163 case RENDERPATH_CGGL:
8165 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8166 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8167 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8168 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8169 if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
8170 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8171 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
8172 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
8173 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
8174 if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
8175 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8176 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8182 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8183 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8185 case RENDERPATH_GL13:
8186 case RENDERPATH_GL11:
8187 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8189 // apply a color tint to the whole view
8190 R_ResetViewRendering2D();
8191 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8192 R_Mesh_ColorPointer(NULL, 0, 0);
8193 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8194 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8195 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8196 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8202 matrix4x4_t r_waterscrollmatrix;
8204 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8206 if (r_refdef.fog_density)
8208 r_refdef.fogcolor[0] = r_refdef.fog_red;
8209 r_refdef.fogcolor[1] = r_refdef.fog_green;
8210 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8212 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8213 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8214 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8215 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8219 VectorCopy(r_refdef.fogcolor, fogvec);
8220 // color.rgb *= ContrastBoost * SceneBrightness;
8221 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8222 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8223 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8224 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8229 void R_UpdateVariables(void)
8233 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8235 r_refdef.farclip = r_farclip_base.value;
8236 if (r_refdef.scene.worldmodel)
8237 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8238 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8240 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8241 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8242 r_refdef.polygonfactor = 0;
8243 r_refdef.polygonoffset = 0;
8244 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8245 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8247 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8248 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8249 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8250 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8251 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8252 if (r_showsurfaces.integer)
8254 r_refdef.scene.rtworld = false;
8255 r_refdef.scene.rtworldshadows = false;
8256 r_refdef.scene.rtdlight = false;
8257 r_refdef.scene.rtdlightshadows = false;
8258 r_refdef.lightmapintensity = 0;
8261 if (gamemode == GAME_NEHAHRA)
8263 if (gl_fogenable.integer)
8265 r_refdef.oldgl_fogenable = true;
8266 r_refdef.fog_density = gl_fogdensity.value;
8267 r_refdef.fog_red = gl_fogred.value;
8268 r_refdef.fog_green = gl_foggreen.value;
8269 r_refdef.fog_blue = gl_fogblue.value;
8270 r_refdef.fog_alpha = 1;
8271 r_refdef.fog_start = 0;
8272 r_refdef.fog_end = gl_skyclip.value;
8273 r_refdef.fog_height = 1<<30;
8274 r_refdef.fog_fadedepth = 128;
8276 else if (r_refdef.oldgl_fogenable)
8278 r_refdef.oldgl_fogenable = false;
8279 r_refdef.fog_density = 0;
8280 r_refdef.fog_red = 0;
8281 r_refdef.fog_green = 0;
8282 r_refdef.fog_blue = 0;
8283 r_refdef.fog_alpha = 0;
8284 r_refdef.fog_start = 0;
8285 r_refdef.fog_end = 0;
8286 r_refdef.fog_height = 1<<30;
8287 r_refdef.fog_fadedepth = 128;
8291 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8292 r_refdef.fog_start = max(0, r_refdef.fog_start);
8293 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8295 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8297 if (r_refdef.fog_density && r_drawfog.integer)
8299 r_refdef.fogenabled = true;
8300 // this is the point where the fog reaches 0.9986 alpha, which we
8301 // consider a good enough cutoff point for the texture
8302 // (0.9986 * 256 == 255.6)
8303 if (r_fog_exp2.integer)
8304 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8306 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8307 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8308 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8309 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8310 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8311 R_BuildFogHeightTexture();
8312 // fog color was already set
8313 // update the fog texture
8314 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)
8315 R_BuildFogTexture();
8316 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8317 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8320 r_refdef.fogenabled = false;
8322 switch(vid.renderpath)
8324 case RENDERPATH_GL20:
8325 case RENDERPATH_CGGL:
8326 if(v_glslgamma.integer && !vid_gammatables_trivial)
8328 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8330 // build GLSL gamma texture
8331 #define RAMPWIDTH 256
8332 unsigned short ramp[RAMPWIDTH * 3];
8333 unsigned char rampbgr[RAMPWIDTH][4];
8336 r_texture_gammaramps_serial = vid_gammatables_serial;
8338 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8339 for(i = 0; i < RAMPWIDTH; ++i)
8341 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8342 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8343 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8346 if (r_texture_gammaramps)
8348 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8352 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);
8358 // remove GLSL gamma texture
8361 case RENDERPATH_GL13:
8362 case RENDERPATH_GL11:
8367 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8368 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8374 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8375 if( scenetype != r_currentscenetype ) {
8376 // store the old scenetype
8377 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8378 r_currentscenetype = scenetype;
8379 // move in the new scene
8380 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8389 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8391 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8392 if( scenetype == r_currentscenetype ) {
8393 return &r_refdef.scene;
8395 return &r_scenes_store[ scenetype ];
8404 void R_RenderView(void)
8406 if (r_timereport_active)
8407 R_TimeReport("start");
8408 r_textureframe++; // used only by R_GetCurrentTexture
8409 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8411 if (!r_drawentities.integer)
8412 r_refdef.scene.numentities = 0;
8414 R_AnimCache_ClearCache();
8415 R_FrameData_NewFrame();
8417 if (r_refdef.view.isoverlay)
8419 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8420 GL_Clear( GL_DEPTH_BUFFER_BIT );
8421 R_TimeReport("depthclear");
8423 r_refdef.view.showdebug = false;
8425 r_waterstate.enabled = false;
8426 r_waterstate.numwaterplanes = 0;
8434 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8435 return; //Host_Error ("R_RenderView: NULL worldmodel");
8437 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8439 R_RenderView_UpdateViewVectors();
8441 R_Shadow_UpdateWorldLightSelection();
8443 R_Bloom_StartFrame();
8444 R_Water_StartFrame();
8447 if (r_timereport_active)
8448 R_TimeReport("viewsetup");
8450 R_ResetViewRendering3D();
8452 if (r_refdef.view.clear || r_refdef.fogenabled)
8454 R_ClearScreen(r_refdef.fogenabled);
8455 if (r_timereport_active)
8456 R_TimeReport("viewclear");
8458 r_refdef.view.clear = true;
8460 // this produces a bloom texture to be used in R_BlendView() later
8461 if (r_hdr.integer && r_bloomstate.bloomwidth)
8463 R_HDR_RenderBloomTexture();
8464 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8465 r_textureframe++; // used only by R_GetCurrentTexture
8468 r_refdef.view.showdebug = true;
8471 if (r_timereport_active)
8472 R_TimeReport("visibility");
8474 r_waterstate.numwaterplanes = 0;
8475 if (r_waterstate.enabled)
8476 R_RenderWaterPlanes();
8479 r_waterstate.numwaterplanes = 0;
8482 if (r_timereport_active)
8483 R_TimeReport("blendview");
8485 GL_Scissor(0, 0, vid.width, vid.height);
8486 GL_ScissorTest(false);
8490 void R_RenderWaterPlanes(void)
8492 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8494 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8495 if (r_timereport_active)
8496 R_TimeReport("waterworld");
8499 // don't let sound skip if going slow
8500 if (r_refdef.scene.extraupdate)
8503 R_DrawModelsAddWaterPlanes();
8504 if (r_timereport_active)
8505 R_TimeReport("watermodels");
8507 if (r_waterstate.numwaterplanes)
8509 R_Water_ProcessPlanes();
8510 if (r_timereport_active)
8511 R_TimeReport("waterscenes");
8515 extern void R_DrawLightningBeams (void);
8516 extern void VM_CL_AddPolygonsToMeshQueue (void);
8517 extern void R_DrawPortals (void);
8518 extern cvar_t cl_locs_show;
8519 static void R_DrawLocs(void);
8520 static void R_DrawEntityBBoxes(void);
8521 static void R_DrawModelDecals(void);
8522 extern void R_DrawModelShadows(void);
8523 extern void R_DrawModelShadowMaps(void);
8524 extern cvar_t cl_decals_newsystem;
8525 extern qboolean r_shadow_usingdeferredprepass;
8526 void R_RenderScene(void)
8528 qboolean shadowmapping = false;
8530 if (r_timereport_active)
8531 R_TimeReport("beginscene");
8533 r_refdef.stats.renders++;
8537 // don't let sound skip if going slow
8538 if (r_refdef.scene.extraupdate)
8541 R_MeshQueue_BeginScene();
8545 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);
8547 if (r_timereport_active)
8548 R_TimeReport("skystartframe");
8550 if (cl.csqc_vidvars.drawworld)
8552 // don't let sound skip if going slow
8553 if (r_refdef.scene.extraupdate)
8556 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8558 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8559 if (r_timereport_active)
8560 R_TimeReport("worldsky");
8563 if (R_DrawBrushModelsSky() && r_timereport_active)
8564 R_TimeReport("bmodelsky");
8566 if (skyrendermasked && skyrenderlater)
8568 // we have to force off the water clipping plane while rendering sky
8572 if (r_timereport_active)
8573 R_TimeReport("sky");
8577 R_AnimCache_CacheVisibleEntities();
8578 if (r_timereport_active)
8579 R_TimeReport("animation");
8581 R_Shadow_PrepareLights();
8582 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8583 R_Shadow_PrepareModelShadows();
8584 if (r_timereport_active)
8585 R_TimeReport("preparelights");
8587 if (R_Shadow_ShadowMappingEnabled())
8588 shadowmapping = true;
8590 if (r_shadow_usingdeferredprepass)
8591 R_Shadow_DrawPrepass();
8593 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8595 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8596 if (r_timereport_active)
8597 R_TimeReport("worlddepth");
8599 if (r_depthfirst.integer >= 2)
8601 R_DrawModelsDepth();
8602 if (r_timereport_active)
8603 R_TimeReport("modeldepth");
8606 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8608 R_DrawModelShadowMaps();
8609 R_ResetViewRendering3D();
8610 // don't let sound skip if going slow
8611 if (r_refdef.scene.extraupdate)
8615 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8617 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8618 if (r_timereport_active)
8619 R_TimeReport("world");
8622 // don't let sound skip if going slow
8623 if (r_refdef.scene.extraupdate)
8627 if (r_timereport_active)
8628 R_TimeReport("models");
8630 // don't let sound skip if going slow
8631 if (r_refdef.scene.extraupdate)
8634 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8636 R_DrawModelShadows();
8637 R_ResetViewRendering3D();
8638 // don't let sound skip if going slow
8639 if (r_refdef.scene.extraupdate)
8643 if (!r_shadow_usingdeferredprepass)
8645 R_Shadow_DrawLights();
8646 if (r_timereport_active)
8647 R_TimeReport("rtlights");
8650 // don't let sound skip if going slow
8651 if (r_refdef.scene.extraupdate)
8654 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8656 R_DrawModelShadows();
8657 R_ResetViewRendering3D();
8658 // don't let sound skip if going slow
8659 if (r_refdef.scene.extraupdate)
8663 if (cl.csqc_vidvars.drawworld)
8665 if (cl_decals_newsystem.integer)
8667 R_DrawModelDecals();
8668 if (r_timereport_active)
8669 R_TimeReport("modeldecals");
8674 if (r_timereport_active)
8675 R_TimeReport("decals");
8679 if (r_timereport_active)
8680 R_TimeReport("particles");
8683 if (r_timereport_active)
8684 R_TimeReport("explosions");
8686 R_DrawLightningBeams();
8687 if (r_timereport_active)
8688 R_TimeReport("lightning");
8691 VM_CL_AddPolygonsToMeshQueue();
8693 if (r_refdef.view.showdebug)
8695 if (cl_locs_show.integer)
8698 if (r_timereport_active)
8699 R_TimeReport("showlocs");
8702 if (r_drawportals.integer)
8705 if (r_timereport_active)
8706 R_TimeReport("portals");
8709 if (r_showbboxes.value > 0)
8711 R_DrawEntityBBoxes();
8712 if (r_timereport_active)
8713 R_TimeReport("bboxes");
8717 R_MeshQueue_RenderTransparent();
8718 if (r_timereport_active)
8719 R_TimeReport("drawtrans");
8721 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))
8723 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8724 if (r_timereport_active)
8725 R_TimeReport("worlddebug");
8726 R_DrawModelsDebug();
8727 if (r_timereport_active)
8728 R_TimeReport("modeldebug");
8731 if (cl.csqc_vidvars.drawworld)
8733 R_Shadow_DrawCoronas();
8734 if (r_timereport_active)
8735 R_TimeReport("coronas");
8738 // don't let sound skip if going slow
8739 if (r_refdef.scene.extraupdate)
8742 R_ResetViewRendering2D();
8745 static const unsigned short bboxelements[36] =
8755 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8758 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8760 RSurf_ActiveWorldEntity();
8762 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8763 GL_DepthMask(false);
8764 GL_DepthRange(0, 1);
8765 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8766 R_Mesh_ResetTextureState();
8768 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8769 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8770 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8771 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8772 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8773 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8774 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8775 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8776 R_FillColors(color4f, 8, cr, cg, cb, ca);
8777 if (r_refdef.fogenabled)
8779 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8781 f1 = RSurf_FogVertex(v);
8783 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8784 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8785 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8788 R_Mesh_VertexPointer(vertex3f, 0, 0);
8789 R_Mesh_ColorPointer(color4f, 0, 0);
8790 R_Mesh_ResetTextureState();
8791 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8792 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8795 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8799 prvm_edict_t *edict;
8800 prvm_prog_t *prog_save = prog;
8802 // this function draws bounding boxes of server entities
8806 GL_CullFace(GL_NONE);
8807 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8811 for (i = 0;i < numsurfaces;i++)
8813 edict = PRVM_EDICT_NUM(surfacelist[i]);
8814 switch ((int)edict->fields.server->solid)
8816 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8817 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8818 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8819 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8820 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8821 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8823 color[3] *= r_showbboxes.value;
8824 color[3] = bound(0, color[3], 1);
8825 GL_DepthTest(!r_showdisabledepthtest.integer);
8826 GL_CullFace(r_refdef.view.cullface_front);
8827 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8833 static void R_DrawEntityBBoxes(void)
8836 prvm_edict_t *edict;
8838 prvm_prog_t *prog_save = prog;
8840 // this function draws bounding boxes of server entities
8846 for (i = 0;i < prog->num_edicts;i++)
8848 edict = PRVM_EDICT_NUM(i);
8849 if (edict->priv.server->free)
8851 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8852 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8854 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8856 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8857 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8863 static const int nomodelelement3i[24] =
8875 static const unsigned short nomodelelement3s[24] =
8887 static const float nomodelvertex3f[6*3] =
8897 static const float nomodelcolor4f[6*4] =
8899 0.0f, 0.0f, 0.5f, 1.0f,
8900 0.0f, 0.0f, 0.5f, 1.0f,
8901 0.0f, 0.5f, 0.0f, 1.0f,
8902 0.0f, 0.5f, 0.0f, 1.0f,
8903 0.5f, 0.0f, 0.0f, 1.0f,
8904 0.5f, 0.0f, 0.0f, 1.0f
8907 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8913 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);
8915 // this is only called once per entity so numsurfaces is always 1, and
8916 // surfacelist is always {0}, so this code does not handle batches
8918 if (rsurface.ent_flags & RENDER_ADDITIVE)
8920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8921 GL_DepthMask(false);
8923 else if (rsurface.colormod[3] < 1)
8925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8926 GL_DepthMask(false);
8930 GL_BlendFunc(GL_ONE, GL_ZERO);
8933 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8934 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8935 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8936 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8937 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8938 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8939 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8940 R_Mesh_ColorPointer(color4f, 0, 0);
8941 for (i = 0, c = color4f;i < 6;i++, c += 4)
8943 c[0] *= rsurface.colormod[0];
8944 c[1] *= rsurface.colormod[1];
8945 c[2] *= rsurface.colormod[2];
8946 c[3] *= rsurface.colormod[3];
8948 if (r_refdef.fogenabled)
8950 for (i = 0, c = color4f;i < 6;i++, c += 4)
8952 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8954 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8955 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8956 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8959 R_Mesh_ResetTextureState();
8960 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8963 void R_DrawNoModel(entity_render_t *ent)
8966 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8967 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8968 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8970 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8973 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8975 vec3_t right1, right2, diff, normal;
8977 VectorSubtract (org2, org1, normal);
8979 // calculate 'right' vector for start
8980 VectorSubtract (r_refdef.view.origin, org1, diff);
8981 CrossProduct (normal, diff, right1);
8982 VectorNormalize (right1);
8984 // calculate 'right' vector for end
8985 VectorSubtract (r_refdef.view.origin, org2, diff);
8986 CrossProduct (normal, diff, right2);
8987 VectorNormalize (right2);
8989 vert[ 0] = org1[0] + width * right1[0];
8990 vert[ 1] = org1[1] + width * right1[1];
8991 vert[ 2] = org1[2] + width * right1[2];
8992 vert[ 3] = org1[0] - width * right1[0];
8993 vert[ 4] = org1[1] - width * right1[1];
8994 vert[ 5] = org1[2] - width * right1[2];
8995 vert[ 6] = org2[0] - width * right2[0];
8996 vert[ 7] = org2[1] - width * right2[1];
8997 vert[ 8] = org2[2] - width * right2[2];
8998 vert[ 9] = org2[0] + width * right2[0];
8999 vert[10] = org2[1] + width * right2[1];
9000 vert[11] = org2[2] + width * right2[2];
9003 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)
9005 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9006 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9007 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9008 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9009 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9010 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9011 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9012 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9013 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9014 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9015 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9016 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9019 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9024 VectorSet(v, x, y, z);
9025 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9026 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9028 if (i == mesh->numvertices)
9030 if (mesh->numvertices < mesh->maxvertices)
9032 VectorCopy(v, vertex3f);
9033 mesh->numvertices++;
9035 return mesh->numvertices;
9041 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9045 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9046 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9047 e = mesh->element3i + mesh->numtriangles * 3;
9048 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9050 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9051 if (mesh->numtriangles < mesh->maxtriangles)
9056 mesh->numtriangles++;
9058 element[1] = element[2];
9062 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9066 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9067 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9068 e = mesh->element3i + mesh->numtriangles * 3;
9069 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9071 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9072 if (mesh->numtriangles < mesh->maxtriangles)
9077 mesh->numtriangles++;
9079 element[1] = element[2];
9083 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9084 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9086 int planenum, planenum2;
9089 mplane_t *plane, *plane2;
9091 double temppoints[2][256*3];
9092 // figure out how large a bounding box we need to properly compute this brush
9094 for (w = 0;w < numplanes;w++)
9095 maxdist = max(maxdist, fabs(planes[w].dist));
9096 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9097 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9098 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9102 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9103 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9105 if (planenum2 == planenum)
9107 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);
9110 if (tempnumpoints < 3)
9112 // generate elements forming a triangle fan for this polygon
9113 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9117 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)
9119 texturelayer_t *layer;
9120 layer = t->currentlayers + t->currentnumlayers++;
9122 layer->depthmask = depthmask;
9123 layer->blendfunc1 = blendfunc1;
9124 layer->blendfunc2 = blendfunc2;
9125 layer->texture = texture;
9126 layer->texmatrix = *matrix;
9127 layer->color[0] = r;
9128 layer->color[1] = g;
9129 layer->color[2] = b;
9130 layer->color[3] = a;
9133 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9136 index = parms[2] + r_refdef.scene.time * parms[3];
9137 index -= floor(index);
9141 case Q3WAVEFUNC_NONE:
9142 case Q3WAVEFUNC_NOISE:
9143 case Q3WAVEFUNC_COUNT:
9146 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9147 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9148 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9149 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9150 case Q3WAVEFUNC_TRIANGLE:
9152 f = index - floor(index);
9163 return (float)(parms[0] + parms[1] * f);
9166 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9171 matrix4x4_t matrix, temp;
9172 switch(tcmod->tcmod)
9176 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9177 matrix = r_waterscrollmatrix;
9179 matrix = identitymatrix;
9181 case Q3TCMOD_ENTITYTRANSLATE:
9182 // this is used in Q3 to allow the gamecode to control texcoord
9183 // scrolling on the entity, which is not supported in darkplaces yet.
9184 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9186 case Q3TCMOD_ROTATE:
9187 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9188 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9189 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9192 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9194 case Q3TCMOD_SCROLL:
9195 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9197 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9198 w = (int) tcmod->parms[0];
9199 h = (int) tcmod->parms[1];
9200 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9202 idx = (int) floor(f * w * h);
9203 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9205 case Q3TCMOD_STRETCH:
9206 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9207 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9209 case Q3TCMOD_TRANSFORM:
9210 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9211 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9212 VectorSet(tcmat + 6, 0 , 0 , 1);
9213 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9214 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9216 case Q3TCMOD_TURBULENT:
9217 // this is handled in the RSurf_PrepareVertices function
9218 matrix = identitymatrix;
9222 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9225 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9227 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9228 char name[MAX_QPATH];
9229 skinframe_t *skinframe;
9230 unsigned char pixels[296*194];
9231 strlcpy(cache->name, skinname, sizeof(cache->name));
9232 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9233 if (developer_loading.integer)
9234 Con_Printf("loading %s\n", name);
9235 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9236 if (!skinframe || !skinframe->base)
9239 fs_offset_t filesize;
9241 f = FS_LoadFile(name, tempmempool, true, &filesize);
9244 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9245 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9249 cache->skinframe = skinframe;
9252 texture_t *R_GetCurrentTexture(texture_t *t)
9255 const entity_render_t *ent = rsurface.entity;
9256 dp_model_t *model = ent->model;
9257 q3shaderinfo_layer_tcmod_t *tcmod;
9259 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9260 return t->currentframe;
9261 t->update_lastrenderframe = r_textureframe;
9262 t->update_lastrenderentity = (void *)ent;
9264 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9265 t->camera_entity = ent->entitynumber;
9267 t->camera_entity = 0;
9269 // switch to an alternate material if this is a q1bsp animated material
9271 texture_t *texture = t;
9272 int s = rsurface.ent_skinnum;
9273 if ((unsigned int)s >= (unsigned int)model->numskins)
9275 if (model->skinscenes)
9277 if (model->skinscenes[s].framecount > 1)
9278 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9280 s = model->skinscenes[s].firstframe;
9283 t = t + s * model->num_surfaces;
9286 // use an alternate animation if the entity's frame is not 0,
9287 // and only if the texture has an alternate animation
9288 if (rsurface.ent_alttextures && t->anim_total[1])
9289 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9291 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9293 texture->currentframe = t;
9296 // update currentskinframe to be a qw skin or animation frame
9297 if (rsurface.ent_qwskin >= 0)
9299 i = rsurface.ent_qwskin;
9300 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9302 r_qwskincache_size = cl.maxclients;
9304 Mem_Free(r_qwskincache);
9305 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9307 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9308 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9309 t->currentskinframe = r_qwskincache[i].skinframe;
9310 if (t->currentskinframe == NULL)
9311 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9313 else if (t->numskinframes >= 2)
9314 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9315 if (t->backgroundnumskinframes >= 2)
9316 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9318 t->currentmaterialflags = t->basematerialflags;
9319 t->currentalpha = rsurface.colormod[3];
9320 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9321 t->currentalpha *= r_wateralpha.value;
9322 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9323 t->currentalpha *= t->r_water_wateralpha;
9324 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9325 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9326 if (!(rsurface.ent_flags & RENDER_LIGHT))
9327 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9328 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9330 // pick a model lighting mode
9331 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9332 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9334 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9336 if (rsurface.ent_flags & RENDER_ADDITIVE)
9337 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9338 else if (t->currentalpha < 1)
9339 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9340 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9341 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9342 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9343 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9344 if (t->backgroundnumskinframes)
9345 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9346 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9348 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9349 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9352 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9353 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9354 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9356 // there is no tcmod
9357 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9359 t->currenttexmatrix = r_waterscrollmatrix;
9360 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9362 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9364 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9365 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9368 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9369 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9370 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9371 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9373 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9374 if (t->currentskinframe->qpixels)
9375 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9376 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9377 if (!t->basetexture)
9378 t->basetexture = r_texture_notexture;
9379 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9380 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9381 t->nmaptexture = t->currentskinframe->nmap;
9382 if (!t->nmaptexture)
9383 t->nmaptexture = r_texture_blanknormalmap;
9384 t->glosstexture = r_texture_black;
9385 t->glowtexture = t->currentskinframe->glow;
9386 t->fogtexture = t->currentskinframe->fog;
9387 t->reflectmasktexture = t->currentskinframe->reflect;
9388 if (t->backgroundnumskinframes)
9390 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9391 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9392 t->backgroundglosstexture = r_texture_black;
9393 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9394 if (!t->backgroundnmaptexture)
9395 t->backgroundnmaptexture = r_texture_blanknormalmap;
9399 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9400 t->backgroundnmaptexture = r_texture_blanknormalmap;
9401 t->backgroundglosstexture = r_texture_black;
9402 t->backgroundglowtexture = NULL;
9404 t->specularpower = r_shadow_glossexponent.value;
9405 // TODO: store reference values for these in the texture?
9406 t->specularscale = 0;
9407 if (r_shadow_gloss.integer > 0)
9409 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9411 if (r_shadow_glossintensity.value > 0)
9413 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9414 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9415 t->specularscale = r_shadow_glossintensity.value;
9418 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9420 t->glosstexture = r_texture_white;
9421 t->backgroundglosstexture = r_texture_white;
9422 t->specularscale = r_shadow_gloss2intensity.value;
9423 t->specularpower = r_shadow_gloss2exponent.value;
9426 t->specularscale *= t->specularscalemod;
9427 t->specularpower *= t->specularpowermod;
9429 // lightmaps mode looks bad with dlights using actual texturing, so turn
9430 // off the colormap and glossmap, but leave the normalmap on as it still
9431 // accurately represents the shading involved
9432 if (gl_lightmaps.integer)
9434 t->basetexture = r_texture_grey128;
9435 t->pantstexture = r_texture_black;
9436 t->shirttexture = r_texture_black;
9437 t->nmaptexture = r_texture_blanknormalmap;
9438 t->glosstexture = r_texture_black;
9439 t->glowtexture = NULL;
9440 t->fogtexture = NULL;
9441 t->reflectmasktexture = NULL;
9442 t->backgroundbasetexture = NULL;
9443 t->backgroundnmaptexture = r_texture_blanknormalmap;
9444 t->backgroundglosstexture = r_texture_black;
9445 t->backgroundglowtexture = NULL;
9446 t->specularscale = 0;
9447 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9450 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9451 VectorClear(t->dlightcolor);
9452 t->currentnumlayers = 0;
9453 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9455 int blendfunc1, blendfunc2;
9457 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9459 blendfunc1 = GL_SRC_ALPHA;
9460 blendfunc2 = GL_ONE;
9462 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9464 blendfunc1 = GL_SRC_ALPHA;
9465 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9467 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9469 blendfunc1 = t->customblendfunc[0];
9470 blendfunc2 = t->customblendfunc[1];
9474 blendfunc1 = GL_ONE;
9475 blendfunc2 = GL_ZERO;
9477 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9478 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9480 // fullbright is not affected by r_refdef.lightmapintensity
9481 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]);
9482 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9483 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]);
9484 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9485 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]);
9489 vec3_t ambientcolor;
9491 // set the color tint used for lights affecting this surface
9492 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9494 // q3bsp has no lightmap updates, so the lightstylevalue that
9495 // would normally be baked into the lightmap must be
9496 // applied to the color
9497 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9498 if (model->type == mod_brushq3)
9499 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9500 colorscale *= r_refdef.lightmapintensity;
9501 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9502 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9503 // basic lit geometry
9504 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]);
9505 // add pants/shirt if needed
9506 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9507 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]);
9508 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9509 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]);
9510 // now add ambient passes if needed
9511 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9513 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]);
9514 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9515 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]);
9516 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9517 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]);
9520 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9521 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]);
9522 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9524 // if this is opaque use alpha blend which will darken the earlier
9527 // if this is an alpha blended material, all the earlier passes
9528 // were darkened by fog already, so we only need to add the fog
9529 // color ontop through the fog mask texture
9531 // if this is an additive blended material, all the earlier passes
9532 // were darkened by fog already, and we should not add fog color
9533 // (because the background was not darkened, there is no fog color
9534 // that was lost behind it).
9535 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]);
9539 return t->currentframe;
9542 rsurfacestate_t rsurface;
9544 void R_Mesh_ResizeArrays(int newvertices)
9547 if (rsurface.array_size >= newvertices)
9549 if (rsurface.array_modelvertex3f)
9550 Mem_Free(rsurface.array_modelvertex3f);
9551 rsurface.array_size = (newvertices + 1023) & ~1023;
9552 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9553 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9554 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9555 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9556 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9557 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9558 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9559 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9560 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9561 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9562 rsurface.array_color4f = base + rsurface.array_size * 27;
9563 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9566 void RSurf_ActiveWorldEntity(void)
9568 dp_model_t *model = r_refdef.scene.worldmodel;
9569 //if (rsurface.entity == r_refdef.scene.worldentity)
9571 rsurface.entity = r_refdef.scene.worldentity;
9572 rsurface.skeleton = NULL;
9573 rsurface.ent_skinnum = 0;
9574 rsurface.ent_qwskin = -1;
9575 rsurface.ent_shadertime = 0;
9576 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9577 if (rsurface.array_size < model->surfmesh.num_vertices)
9578 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9579 rsurface.matrix = identitymatrix;
9580 rsurface.inversematrix = identitymatrix;
9581 rsurface.matrixscale = 1;
9582 rsurface.inversematrixscale = 1;
9583 R_EntityMatrix(&identitymatrix);
9584 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9585 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9586 rsurface.fograngerecip = r_refdef.fograngerecip;
9587 rsurface.fogheightfade = r_refdef.fogheightfade;
9588 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9589 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9590 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9591 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9592 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9593 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9594 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9595 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9596 rsurface.colormod[3] = 1;
9597 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);
9598 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9599 rsurface.frameblend[0].lerp = 1;
9600 rsurface.ent_alttextures = false;
9601 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9602 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9603 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9604 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9605 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9606 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9607 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9608 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9609 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9610 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9611 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9612 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9613 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9614 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9615 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9616 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9617 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9618 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9619 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9620 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9621 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9622 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9623 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9624 rsurface.modelelement3i = model->surfmesh.data_element3i;
9625 rsurface.modelelement3s = model->surfmesh.data_element3s;
9626 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9627 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9628 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9629 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9630 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9631 rsurface.modelsurfaces = model->data_surfaces;
9632 rsurface.generatedvertex = false;
9633 rsurface.vertex3f = rsurface.modelvertex3f;
9634 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9635 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9636 rsurface.svector3f = rsurface.modelsvector3f;
9637 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9638 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9639 rsurface.tvector3f = rsurface.modeltvector3f;
9640 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9641 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9642 rsurface.normal3f = rsurface.modelnormal3f;
9643 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9644 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9645 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9648 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9650 dp_model_t *model = ent->model;
9651 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9653 rsurface.entity = (entity_render_t *)ent;
9654 rsurface.skeleton = ent->skeleton;
9655 rsurface.ent_skinnum = ent->skinnum;
9656 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;
9657 rsurface.ent_shadertime = ent->shadertime;
9658 rsurface.ent_flags = ent->flags;
9659 if (rsurface.array_size < model->surfmesh.num_vertices)
9660 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9661 rsurface.matrix = ent->matrix;
9662 rsurface.inversematrix = ent->inversematrix;
9663 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9664 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9665 R_EntityMatrix(&rsurface.matrix);
9666 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9667 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9668 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9669 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9670 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9671 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9672 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9673 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9674 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9675 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9676 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9677 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9678 rsurface.colormod[3] = ent->alpha;
9679 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9680 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9681 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9682 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9683 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9684 if (ent->model->brush.submodel && !prepass)
9686 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9687 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9689 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9691 if (ent->animcache_vertex3f && !r_framedata_failed)
9693 rsurface.modelvertex3f = ent->animcache_vertex3f;
9694 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9695 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9696 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9698 else if (wanttangents)
9700 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9701 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9702 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9703 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9704 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9706 else if (wantnormals)
9708 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9709 rsurface.modelsvector3f = NULL;
9710 rsurface.modeltvector3f = NULL;
9711 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9712 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9716 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9717 rsurface.modelsvector3f = NULL;
9718 rsurface.modeltvector3f = NULL;
9719 rsurface.modelnormal3f = NULL;
9720 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9722 rsurface.modelvertex3f_bufferobject = 0;
9723 rsurface.modelvertex3f_bufferoffset = 0;
9724 rsurface.modelsvector3f_bufferobject = 0;
9725 rsurface.modelsvector3f_bufferoffset = 0;
9726 rsurface.modeltvector3f_bufferobject = 0;
9727 rsurface.modeltvector3f_bufferoffset = 0;
9728 rsurface.modelnormal3f_bufferobject = 0;
9729 rsurface.modelnormal3f_bufferoffset = 0;
9730 rsurface.generatedvertex = true;
9734 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9735 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9736 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9737 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9738 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9739 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9740 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9741 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9742 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9743 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9744 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9745 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9746 rsurface.generatedvertex = false;
9748 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9749 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9750 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9751 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9752 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9753 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9754 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9755 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9756 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9757 rsurface.modelelement3i = model->surfmesh.data_element3i;
9758 rsurface.modelelement3s = model->surfmesh.data_element3s;
9759 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9760 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9761 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9762 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9763 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9764 rsurface.modelsurfaces = model->data_surfaces;
9765 rsurface.vertex3f = rsurface.modelvertex3f;
9766 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9767 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9768 rsurface.svector3f = rsurface.modelsvector3f;
9769 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9770 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9771 rsurface.tvector3f = rsurface.modeltvector3f;
9772 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9773 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9774 rsurface.normal3f = rsurface.modelnormal3f;
9775 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9776 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9777 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9780 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)
9782 rsurface.entity = r_refdef.scene.worldentity;
9783 rsurface.skeleton = NULL;
9784 rsurface.ent_skinnum = 0;
9785 rsurface.ent_qwskin = -1;
9786 rsurface.ent_shadertime = shadertime;
9787 rsurface.ent_flags = entflags;
9788 rsurface.modelnum_vertices = numvertices;
9789 rsurface.modelnum_triangles = numtriangles;
9790 if (rsurface.array_size < rsurface.modelnum_vertices)
9791 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9792 rsurface.matrix = *matrix;
9793 rsurface.inversematrix = *inversematrix;
9794 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9795 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9796 R_EntityMatrix(&rsurface.matrix);
9797 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9798 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9799 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9800 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9801 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9802 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9803 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9804 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9805 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9806 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9807 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9808 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9809 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);
9810 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9811 rsurface.frameblend[0].lerp = 1;
9812 rsurface.ent_alttextures = false;
9813 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9814 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9817 rsurface.modelvertex3f = vertex3f;
9818 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9819 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9820 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9822 else if (wantnormals)
9824 rsurface.modelvertex3f = vertex3f;
9825 rsurface.modelsvector3f = NULL;
9826 rsurface.modeltvector3f = NULL;
9827 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9831 rsurface.modelvertex3f = vertex3f;
9832 rsurface.modelsvector3f = NULL;
9833 rsurface.modeltvector3f = NULL;
9834 rsurface.modelnormal3f = NULL;
9836 rsurface.modelvertex3f_bufferobject = 0;
9837 rsurface.modelvertex3f_bufferoffset = 0;
9838 rsurface.modelsvector3f_bufferobject = 0;
9839 rsurface.modelsvector3f_bufferoffset = 0;
9840 rsurface.modeltvector3f_bufferobject = 0;
9841 rsurface.modeltvector3f_bufferoffset = 0;
9842 rsurface.modelnormal3f_bufferobject = 0;
9843 rsurface.modelnormal3f_bufferoffset = 0;
9844 rsurface.generatedvertex = true;
9845 rsurface.modellightmapcolor4f = color4f;
9846 rsurface.modellightmapcolor4f_bufferobject = 0;
9847 rsurface.modellightmapcolor4f_bufferoffset = 0;
9848 rsurface.modeltexcoordtexture2f = texcoord2f;
9849 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9850 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9851 rsurface.modeltexcoordlightmap2f = NULL;
9852 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9853 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9854 rsurface.modelelement3i = element3i;
9855 rsurface.modelelement3s = element3s;
9856 rsurface.modelelement3i_bufferobject = 0;
9857 rsurface.modelelement3s_bufferobject = 0;
9858 rsurface.modellightmapoffsets = NULL;
9859 rsurface.modelsurfaces = NULL;
9860 rsurface.vertex3f = rsurface.modelvertex3f;
9861 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9862 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9863 rsurface.svector3f = rsurface.modelsvector3f;
9864 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9865 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9866 rsurface.tvector3f = rsurface.modeltvector3f;
9867 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9868 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9869 rsurface.normal3f = rsurface.modelnormal3f;
9870 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9871 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9872 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9874 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9876 if ((wantnormals || wanttangents) && !normal3f)
9877 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9878 if (wanttangents && !svector3f)
9879 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);
9883 float RSurf_FogPoint(const float *v)
9885 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9886 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9887 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9888 float FogHeightFade = r_refdef.fogheightfade;
9890 unsigned int fogmasktableindex;
9891 if (r_refdef.fogplaneviewabove)
9892 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9894 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9895 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9896 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9899 float RSurf_FogVertex(const float *v)
9901 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9902 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9903 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9904 float FogHeightFade = rsurface.fogheightfade;
9906 unsigned int fogmasktableindex;
9907 if (r_refdef.fogplaneviewabove)
9908 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9910 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9911 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9912 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9915 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9916 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9919 int texturesurfaceindex;
9924 const float *v1, *in_tc;
9926 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9928 q3shaderinfo_deform_t *deform;
9929 // 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
9930 if (rsurface.generatedvertex)
9932 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9933 generatenormals = true;
9934 for (i = 0;i < Q3MAXDEFORMS;i++)
9936 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9938 generatetangents = true;
9939 generatenormals = true;
9941 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9942 generatenormals = true;
9944 if (generatenormals && !rsurface.modelnormal3f)
9946 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9947 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9948 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9949 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9951 if (generatetangents && !rsurface.modelsvector3f)
9953 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9954 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9955 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9956 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9957 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9958 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9959 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);
9962 rsurface.vertex3f = rsurface.modelvertex3f;
9963 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9964 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9965 rsurface.svector3f = rsurface.modelsvector3f;
9966 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9967 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9968 rsurface.tvector3f = rsurface.modeltvector3f;
9969 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9970 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9971 rsurface.normal3f = rsurface.modelnormal3f;
9972 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9973 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9974 // if vertices are deformed (sprite flares and things in maps, possibly
9975 // water waves, bulges and other deformations), generate them into
9976 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9977 // (may be static model data or generated data for an animated model, or
9978 // the previous deform pass)
9979 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9981 switch (deform->deform)
9984 case Q3DEFORM_PROJECTIONSHADOW:
9985 case Q3DEFORM_TEXT0:
9986 case Q3DEFORM_TEXT1:
9987 case Q3DEFORM_TEXT2:
9988 case Q3DEFORM_TEXT3:
9989 case Q3DEFORM_TEXT4:
9990 case Q3DEFORM_TEXT5:
9991 case Q3DEFORM_TEXT6:
9992 case Q3DEFORM_TEXT7:
9995 case Q3DEFORM_AUTOSPRITE:
9996 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9997 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9998 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9999 VectorNormalize(newforward);
10000 VectorNormalize(newright);
10001 VectorNormalize(newup);
10002 // make deformed versions of only the model vertices used by the specified surfaces
10003 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10005 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10006 // a single autosprite surface can contain multiple sprites...
10007 for (j = 0;j < surface->num_vertices - 3;j += 4)
10009 VectorClear(center);
10010 for (i = 0;i < 4;i++)
10011 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10012 VectorScale(center, 0.25f, center);
10013 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10014 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10015 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10016 for (i = 0;i < 4;i++)
10018 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10019 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10022 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);
10023 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);
10025 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10026 rsurface.vertex3f_bufferobject = 0;
10027 rsurface.vertex3f_bufferoffset = 0;
10028 rsurface.svector3f = rsurface.array_deformedsvector3f;
10029 rsurface.svector3f_bufferobject = 0;
10030 rsurface.svector3f_bufferoffset = 0;
10031 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10032 rsurface.tvector3f_bufferobject = 0;
10033 rsurface.tvector3f_bufferoffset = 0;
10034 rsurface.normal3f = rsurface.array_deformednormal3f;
10035 rsurface.normal3f_bufferobject = 0;
10036 rsurface.normal3f_bufferoffset = 0;
10038 case Q3DEFORM_AUTOSPRITE2:
10039 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10040 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10041 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10042 VectorNormalize(newforward);
10043 VectorNormalize(newright);
10044 VectorNormalize(newup);
10045 // make deformed versions of only the model vertices used by the specified surfaces
10046 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10048 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10049 const float *v1, *v2;
10059 memset(shortest, 0, sizeof(shortest));
10060 // a single autosprite surface can contain multiple sprites...
10061 for (j = 0;j < surface->num_vertices - 3;j += 4)
10063 VectorClear(center);
10064 for (i = 0;i < 4;i++)
10065 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10066 VectorScale(center, 0.25f, center);
10067 // find the two shortest edges, then use them to define the
10068 // axis vectors for rotating around the central axis
10069 for (i = 0;i < 6;i++)
10071 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10072 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10074 Debug_PolygonBegin(NULL, 0);
10075 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10076 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);
10077 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10078 Debug_PolygonEnd();
10080 l = VectorDistance2(v1, v2);
10081 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10082 if (v1[2] != v2[2])
10083 l += (1.0f / 1024.0f);
10084 if (shortest[0].length2 > l || i == 0)
10086 shortest[1] = shortest[0];
10087 shortest[0].length2 = l;
10088 shortest[0].v1 = v1;
10089 shortest[0].v2 = v2;
10091 else if (shortest[1].length2 > l || i == 1)
10093 shortest[1].length2 = l;
10094 shortest[1].v1 = v1;
10095 shortest[1].v2 = v2;
10098 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10099 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10101 Debug_PolygonBegin(NULL, 0);
10102 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10103 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);
10104 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10105 Debug_PolygonEnd();
10107 // this calculates the right vector from the shortest edge
10108 // and the up vector from the edge midpoints
10109 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10110 VectorNormalize(right);
10111 VectorSubtract(end, start, up);
10112 VectorNormalize(up);
10113 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10114 VectorSubtract(rsurface.localvieworigin, center, forward);
10115 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10116 VectorNegate(forward, forward);
10117 VectorReflect(forward, 0, up, forward);
10118 VectorNormalize(forward);
10119 CrossProduct(up, forward, newright);
10120 VectorNormalize(newright);
10122 Debug_PolygonBegin(NULL, 0);
10123 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);
10124 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10125 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10126 Debug_PolygonEnd();
10129 Debug_PolygonBegin(NULL, 0);
10130 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10131 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10132 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10133 Debug_PolygonEnd();
10135 // rotate the quad around the up axis vector, this is made
10136 // especially easy by the fact we know the quad is flat,
10137 // so we only have to subtract the center position and
10138 // measure distance along the right vector, and then
10139 // multiply that by the newright vector and add back the
10141 // we also need to subtract the old position to undo the
10142 // displacement from the center, which we do with a
10143 // DotProduct, the subtraction/addition of center is also
10144 // optimized into DotProducts here
10145 l = DotProduct(right, center);
10146 for (i = 0;i < 4;i++)
10148 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10149 f = DotProduct(right, v1) - l;
10150 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10153 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);
10154 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);
10156 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10157 rsurface.vertex3f_bufferobject = 0;
10158 rsurface.vertex3f_bufferoffset = 0;
10159 rsurface.svector3f = rsurface.array_deformedsvector3f;
10160 rsurface.svector3f_bufferobject = 0;
10161 rsurface.svector3f_bufferoffset = 0;
10162 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10163 rsurface.tvector3f_bufferobject = 0;
10164 rsurface.tvector3f_bufferoffset = 0;
10165 rsurface.normal3f = rsurface.array_deformednormal3f;
10166 rsurface.normal3f_bufferobject = 0;
10167 rsurface.normal3f_bufferoffset = 0;
10169 case Q3DEFORM_NORMAL:
10170 // deform the normals to make reflections wavey
10171 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10173 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10174 for (j = 0;j < surface->num_vertices;j++)
10177 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10178 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10179 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10180 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10181 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10182 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10183 VectorNormalize(normal);
10185 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);
10187 rsurface.svector3f = rsurface.array_deformedsvector3f;
10188 rsurface.svector3f_bufferobject = 0;
10189 rsurface.svector3f_bufferoffset = 0;
10190 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10191 rsurface.tvector3f_bufferobject = 0;
10192 rsurface.tvector3f_bufferoffset = 0;
10193 rsurface.normal3f = rsurface.array_deformednormal3f;
10194 rsurface.normal3f_bufferobject = 0;
10195 rsurface.normal3f_bufferoffset = 0;
10197 case Q3DEFORM_WAVE:
10198 // deform vertex array to make wavey water and flags and such
10199 waveparms[0] = deform->waveparms[0];
10200 waveparms[1] = deform->waveparms[1];
10201 waveparms[2] = deform->waveparms[2];
10202 waveparms[3] = deform->waveparms[3];
10203 // this is how a divisor of vertex influence on deformation
10204 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10205 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10206 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10208 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10209 for (j = 0;j < surface->num_vertices;j++)
10211 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10212 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10213 // if the wavefunc depends on time, evaluate it per-vertex
10216 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10217 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10219 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10222 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10223 rsurface.vertex3f_bufferobject = 0;
10224 rsurface.vertex3f_bufferoffset = 0;
10226 case Q3DEFORM_BULGE:
10227 // deform vertex array to make the surface have moving bulges
10228 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10230 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10231 for (j = 0;j < surface->num_vertices;j++)
10233 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10234 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10237 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10238 rsurface.vertex3f_bufferobject = 0;
10239 rsurface.vertex3f_bufferoffset = 0;
10241 case Q3DEFORM_MOVE:
10242 // deform vertex array
10243 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10244 VectorScale(deform->parms, scale, waveparms);
10245 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10247 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10248 for (j = 0;j < surface->num_vertices;j++)
10249 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10251 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10252 rsurface.vertex3f_bufferobject = 0;
10253 rsurface.vertex3f_bufferoffset = 0;
10257 // generate texcoords based on the chosen texcoord source
10258 switch(rsurface.texture->tcgen.tcgen)
10261 case Q3TCGEN_TEXTURE:
10262 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10263 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10264 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10266 case Q3TCGEN_LIGHTMAP:
10267 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10268 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10269 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10271 case Q3TCGEN_VECTOR:
10272 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10274 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10275 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)
10277 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10278 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10281 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10282 rsurface.texcoordtexture2f_bufferobject = 0;
10283 rsurface.texcoordtexture2f_bufferoffset = 0;
10285 case Q3TCGEN_ENVIRONMENT:
10286 // make environment reflections using a spheremap
10287 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10289 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10290 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10291 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10292 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10293 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10295 // identical to Q3A's method, but executed in worldspace so
10296 // carried models can be shiny too
10298 float viewer[3], d, reflected[3], worldreflected[3];
10300 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10301 // VectorNormalize(viewer);
10303 d = DotProduct(normal, viewer);
10305 reflected[0] = normal[0]*2*d - viewer[0];
10306 reflected[1] = normal[1]*2*d - viewer[1];
10307 reflected[2] = normal[2]*2*d - viewer[2];
10308 // note: this is proportinal to viewer, so we can normalize later
10310 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10311 VectorNormalize(worldreflected);
10313 // note: this sphere map only uses world x and z!
10314 // so positive and negative y will LOOK THE SAME.
10315 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10316 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10319 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10320 rsurface.texcoordtexture2f_bufferobject = 0;
10321 rsurface.texcoordtexture2f_bufferoffset = 0;
10324 // the only tcmod that needs software vertex processing is turbulent, so
10325 // check for it here and apply the changes if needed
10326 // and we only support that as the first one
10327 // (handling a mixture of turbulent and other tcmods would be problematic
10328 // without punting it entirely to a software path)
10329 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10331 amplitude = rsurface.texture->tcmods[0].parms[1];
10332 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10333 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10335 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10336 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)
10338 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10339 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10342 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10343 rsurface.texcoordtexture2f_bufferobject = 0;
10344 rsurface.texcoordtexture2f_bufferoffset = 0;
10346 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10347 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10348 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10349 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10352 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10355 const msurface_t *surface = texturesurfacelist[0];
10356 const msurface_t *surface2;
10361 // TODO: lock all array ranges before render, rather than on each surface
10362 if (texturenumsurfaces == 1)
10363 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);
10364 else if (r_batchmode.integer == 2)
10366 #define MAXBATCHTRIANGLES 65536
10367 int batchtriangles = 0;
10368 static int batchelements[MAXBATCHTRIANGLES*3];
10369 for (i = 0;i < texturenumsurfaces;i = j)
10371 surface = texturesurfacelist[i];
10373 if (surface->num_triangles > MAXBATCHTRIANGLES)
10375 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10378 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10379 batchtriangles = surface->num_triangles;
10380 firstvertex = surface->num_firstvertex;
10381 endvertex = surface->num_firstvertex + surface->num_vertices;
10382 for (;j < texturenumsurfaces;j++)
10384 surface2 = texturesurfacelist[j];
10385 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10387 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10388 batchtriangles += surface2->num_triangles;
10389 firstvertex = min(firstvertex, surface2->num_firstvertex);
10390 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10392 surface2 = texturesurfacelist[j-1];
10393 numvertices = endvertex - firstvertex;
10394 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10397 else if (r_batchmode.integer == 1)
10399 for (i = 0;i < texturenumsurfaces;i = j)
10401 surface = texturesurfacelist[i];
10402 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10403 if (texturesurfacelist[j] != surface2)
10405 surface2 = texturesurfacelist[j-1];
10406 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10407 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10408 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10413 for (i = 0;i < texturenumsurfaces;i++)
10415 surface = texturesurfacelist[i];
10416 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);
10421 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10423 switch(vid.renderpath)
10425 case RENDERPATH_CGGL:
10427 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10428 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10431 case RENDERPATH_GL20:
10432 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10433 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10435 case RENDERPATH_GL13:
10436 case RENDERPATH_GL11:
10437 R_Mesh_TexBind(0, surface->lightmaptexture);
10442 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10444 // pick the closest matching water plane and bind textures
10445 int planeindex, vertexindex;
10449 r_waterstate_waterplane_t *p, *bestp;
10452 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10454 if(p->camera_entity != rsurface.texture->camera_entity)
10457 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10459 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10460 d += fabs(PlaneDiff(vert, &p->plane));
10462 if (bestd > d || !bestp)
10468 switch(vid.renderpath)
10470 case RENDERPATH_CGGL:
10472 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10473 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10474 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10477 case RENDERPATH_GL20:
10478 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10479 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10480 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10482 case RENDERPATH_GL13:
10483 case RENDERPATH_GL11:
10488 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10491 const msurface_t *surface;
10492 if (r_waterstate.renderingscene)
10494 for (i = 0;i < texturenumsurfaces;i++)
10496 surface = texturesurfacelist[i];
10497 RSurf_BindLightmapForSurface(surface);
10498 RSurf_BindReflectionForSurface(surface);
10499 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);
10503 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10507 const msurface_t *surface = texturesurfacelist[0];
10508 const msurface_t *surface2;
10513 if (texturenumsurfaces == 1)
10515 RSurf_BindLightmapForSurface(surface);
10516 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);
10518 else if (r_batchmode.integer == 2)
10520 int batchtriangles = 0;
10521 static int batchelements[MAXBATCHTRIANGLES*3];
10522 for (i = 0;i < texturenumsurfaces;i = j)
10524 surface = texturesurfacelist[i];
10525 RSurf_BindLightmapForSurface(surface);
10527 if (surface->num_triangles > MAXBATCHTRIANGLES)
10529 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);
10532 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10533 batchtriangles = surface->num_triangles;
10534 firstvertex = surface->num_firstvertex;
10535 endvertex = surface->num_firstvertex + surface->num_vertices;
10536 for (;j < texturenumsurfaces;j++)
10538 surface2 = texturesurfacelist[j];
10539 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10541 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10542 batchtriangles += surface2->num_triangles;
10543 firstvertex = min(firstvertex, surface2->num_firstvertex);
10544 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10546 surface2 = texturesurfacelist[j-1];
10547 numvertices = endvertex - firstvertex;
10548 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10551 else if (r_batchmode.integer == 1)
10554 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10555 for (i = 0;i < texturenumsurfaces;i = j)
10557 surface = texturesurfacelist[i];
10558 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10559 if (texturesurfacelist[j] != surface2)
10561 Con_Printf(" %i", j - i);
10564 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10566 for (i = 0;i < texturenumsurfaces;i = j)
10568 surface = texturesurfacelist[i];
10569 RSurf_BindLightmapForSurface(surface);
10570 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10571 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10574 Con_Printf(" %i", j - i);
10576 surface2 = texturesurfacelist[j-1];
10577 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10578 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10579 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10587 for (i = 0;i < texturenumsurfaces;i++)
10589 surface = texturesurfacelist[i];
10590 RSurf_BindLightmapForSurface(surface);
10591 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);
10596 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10599 int texturesurfaceindex;
10600 if (r_showsurfaces.integer == 2)
10602 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10604 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10605 for (j = 0;j < surface->num_triangles;j++)
10607 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10608 GL_Color(f, f, f, 1);
10609 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10615 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10617 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10618 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10619 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);
10620 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);
10625 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10627 int texturesurfaceindex;
10631 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10633 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10634 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)
10642 rsurface.lightmapcolor4f = rsurface.array_color4f;
10643 rsurface.lightmapcolor4f_bufferobject = 0;
10644 rsurface.lightmapcolor4f_bufferoffset = 0;
10647 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10649 int texturesurfaceindex;
10655 if (rsurface.lightmapcolor4f)
10657 // generate color arrays for the surfaces in this list
10658 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10660 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10661 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)
10663 f = RSurf_FogVertex(v);
10673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10676 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)
10678 f = RSurf_FogVertex(v);
10686 rsurface.lightmapcolor4f = rsurface.array_color4f;
10687 rsurface.lightmapcolor4f_bufferobject = 0;
10688 rsurface.lightmapcolor4f_bufferoffset = 0;
10691 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10693 int texturesurfaceindex;
10699 if (!rsurface.lightmapcolor4f)
10701 // generate color arrays for the surfaces in this list
10702 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10704 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10705 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)
10707 f = RSurf_FogVertex(v);
10708 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10709 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10710 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10714 rsurface.lightmapcolor4f = rsurface.array_color4f;
10715 rsurface.lightmapcolor4f_bufferobject = 0;
10716 rsurface.lightmapcolor4f_bufferoffset = 0;
10719 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10721 int texturesurfaceindex;
10725 if (!rsurface.lightmapcolor4f)
10727 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10729 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10730 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)
10738 rsurface.lightmapcolor4f = rsurface.array_color4f;
10739 rsurface.lightmapcolor4f_bufferobject = 0;
10740 rsurface.lightmapcolor4f_bufferoffset = 0;
10743 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10745 int texturesurfaceindex;
10749 if (!rsurface.lightmapcolor4f)
10751 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10753 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10754 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)
10756 c2[0] = c[0] + r_refdef.scene.ambient;
10757 c2[1] = c[1] + r_refdef.scene.ambient;
10758 c2[2] = c[2] + r_refdef.scene.ambient;
10762 rsurface.lightmapcolor4f = rsurface.array_color4f;
10763 rsurface.lightmapcolor4f_bufferobject = 0;
10764 rsurface.lightmapcolor4f_bufferoffset = 0;
10767 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10770 rsurface.lightmapcolor4f = NULL;
10771 rsurface.lightmapcolor4f_bufferobject = 0;
10772 rsurface.lightmapcolor4f_bufferoffset = 0;
10773 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10774 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10775 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10776 GL_Color(r, g, b, a);
10777 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10780 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10782 // TODO: optimize applyfog && applycolor case
10783 // just apply fog if necessary, and tint the fog color array if necessary
10784 rsurface.lightmapcolor4f = NULL;
10785 rsurface.lightmapcolor4f_bufferobject = 0;
10786 rsurface.lightmapcolor4f_bufferoffset = 0;
10787 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10788 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10789 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10790 GL_Color(r, g, b, a);
10791 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10794 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10796 int texturesurfaceindex;
10800 if (texturesurfacelist[0]->lightmapinfo)
10802 // generate color arrays for the surfaces in this list
10803 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10805 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10806 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10808 if (surface->lightmapinfo->samples)
10810 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10811 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10812 VectorScale(lm, scale, c);
10813 if (surface->lightmapinfo->styles[1] != 255)
10815 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10817 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10818 VectorMA(c, scale, lm, c);
10819 if (surface->lightmapinfo->styles[2] != 255)
10822 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10823 VectorMA(c, scale, lm, c);
10824 if (surface->lightmapinfo->styles[3] != 255)
10827 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10828 VectorMA(c, scale, lm, c);
10838 rsurface.lightmapcolor4f = rsurface.array_color4f;
10839 rsurface.lightmapcolor4f_bufferobject = 0;
10840 rsurface.lightmapcolor4f_bufferoffset = 0;
10844 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10845 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10846 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10848 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10849 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10850 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10851 GL_Color(r, g, b, a);
10852 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10855 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10857 int texturesurfaceindex;
10864 vec3_t ambientcolor;
10865 vec3_t diffusecolor;
10869 VectorCopy(rsurface.modellight_lightdir, lightdir);
10870 f = 0.5f * r_refdef.lightmapintensity;
10871 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10872 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10873 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10874 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10875 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10876 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10878 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10880 // generate color arrays for the surfaces in this list
10881 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10883 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10884 int numverts = surface->num_vertices;
10885 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10886 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10887 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10888 // q3-style directional shading
10889 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10891 if ((f = DotProduct(n, lightdir)) > 0)
10892 VectorMA(ambientcolor, f, diffusecolor, c);
10894 VectorCopy(ambientcolor, c);
10902 rsurface.lightmapcolor4f = rsurface.array_color4f;
10903 rsurface.lightmapcolor4f_bufferobject = 0;
10904 rsurface.lightmapcolor4f_bufferoffset = 0;
10905 *applycolor = false;
10909 *r = ambientcolor[0];
10910 *g = ambientcolor[1];
10911 *b = ambientcolor[2];
10912 rsurface.lightmapcolor4f = NULL;
10913 rsurface.lightmapcolor4f_bufferobject = 0;
10914 rsurface.lightmapcolor4f_bufferoffset = 0;
10918 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10920 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10921 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10922 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10923 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10924 GL_Color(r, g, b, a);
10925 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10928 void RSurf_SetupDepthAndCulling(void)
10930 // submodels are biased to avoid z-fighting with world surfaces that they
10931 // may be exactly overlapping (avoids z-fighting artifacts on certain
10932 // doors and things in Quake maps)
10933 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10934 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10935 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10936 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10939 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10941 // transparent sky would be ridiculous
10942 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10944 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10945 skyrenderlater = true;
10946 RSurf_SetupDepthAndCulling();
10947 GL_DepthMask(true);
10948 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10949 // skymasking on them, and Quake3 never did sky masking (unlike
10950 // software Quake and software Quake2), so disable the sky masking
10951 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10952 // and skymasking also looks very bad when noclipping outside the
10953 // level, so don't use it then either.
10954 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10956 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10957 R_Mesh_ColorPointer(NULL, 0, 0);
10958 R_Mesh_ResetTextureState();
10959 if (skyrendermasked)
10961 R_SetupShader_DepthOrShadow();
10962 // depth-only (masking)
10963 GL_ColorMask(0,0,0,0);
10964 // just to make sure that braindead drivers don't draw
10965 // anything despite that colormask...
10966 GL_BlendFunc(GL_ZERO, GL_ONE);
10970 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10972 GL_BlendFunc(GL_ONE, GL_ZERO);
10974 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10975 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10976 if (skyrendermasked)
10977 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10979 R_Mesh_ResetTextureState();
10980 GL_Color(1, 1, 1, 1);
10983 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10984 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10985 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10987 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10989 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10992 // render screenspace normalmap to texture
10993 GL_DepthMask(true);
10994 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10995 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10997 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
10999 // render water or distortion background, then blend surface on top
11000 GL_DepthMask(true);
11001 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11002 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11003 GL_DepthMask(false);
11004 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11005 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11006 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11008 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11012 // render surface normally
11013 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11014 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11016 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11017 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11018 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11020 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11024 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11026 // OpenGL 1.3 path - anything not completely ancient
11027 int texturesurfaceindex;
11028 qboolean applycolor;
11031 const texturelayer_t *layer;
11032 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11034 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11037 int layertexrgbscale;
11038 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11040 if (layerindex == 0)
11041 GL_AlphaTest(true);
11044 GL_AlphaTest(false);
11045 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11048 GL_DepthMask(layer->depthmask && writedepth);
11049 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11050 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11052 layertexrgbscale = 4;
11053 VectorScale(layer->color, 0.25f, layercolor);
11055 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11057 layertexrgbscale = 2;
11058 VectorScale(layer->color, 0.5f, layercolor);
11062 layertexrgbscale = 1;
11063 VectorScale(layer->color, 1.0f, layercolor);
11065 layercolor[3] = layer->color[3];
11066 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11067 R_Mesh_ColorPointer(NULL, 0, 0);
11068 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11069 switch (layer->type)
11071 case TEXTURELAYERTYPE_LITTEXTURE:
11072 // single-pass lightmapped texture with 2x rgbscale
11073 R_Mesh_TexBind(0, r_texture_white);
11074 R_Mesh_TexMatrix(0, NULL);
11075 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11076 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11077 R_Mesh_TexBind(1, layer->texture);
11078 R_Mesh_TexMatrix(1, &layer->texmatrix);
11079 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11080 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11081 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11082 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11083 else if (rsurface.uselightmaptexture)
11084 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11086 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11088 case TEXTURELAYERTYPE_TEXTURE:
11089 // singletexture unlit texture with transparency support
11090 R_Mesh_TexBind(0, layer->texture);
11091 R_Mesh_TexMatrix(0, &layer->texmatrix);
11092 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11093 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11094 R_Mesh_TexBind(1, 0);
11095 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11096 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11098 case TEXTURELAYERTYPE_FOG:
11099 // singletexture fogging
11100 if (layer->texture)
11102 R_Mesh_TexBind(0, layer->texture);
11103 R_Mesh_TexMatrix(0, &layer->texmatrix);
11104 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11105 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11109 R_Mesh_TexBind(0, 0);
11110 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11112 R_Mesh_TexBind(1, 0);
11113 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11114 // generate a color array for the fog pass
11115 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11116 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11122 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11123 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)
11125 f = 1 - RSurf_FogVertex(v);
11126 c[0] = layercolor[0];
11127 c[1] = layercolor[1];
11128 c[2] = layercolor[2];
11129 c[3] = f * layercolor[3];
11132 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11135 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11141 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11142 GL_AlphaTest(false);
11146 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11148 // OpenGL 1.1 - crusty old voodoo path
11149 int texturesurfaceindex;
11152 const texturelayer_t *layer;
11153 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11155 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11159 if (layerindex == 0)
11160 GL_AlphaTest(true);
11163 GL_AlphaTest(false);
11164 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11167 GL_DepthMask(layer->depthmask && writedepth);
11168 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11169 R_Mesh_ColorPointer(NULL, 0, 0);
11170 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11171 switch (layer->type)
11173 case TEXTURELAYERTYPE_LITTEXTURE:
11174 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11176 // two-pass lit texture with 2x rgbscale
11177 // first the lightmap pass
11178 R_Mesh_TexBind(0, r_texture_white);
11179 R_Mesh_TexMatrix(0, NULL);
11180 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11181 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11182 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11183 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11184 else if (rsurface.uselightmaptexture)
11185 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11187 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11188 // then apply the texture to it
11189 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11190 R_Mesh_TexBind(0, layer->texture);
11191 R_Mesh_TexMatrix(0, &layer->texmatrix);
11192 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11193 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11194 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);
11198 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11199 R_Mesh_TexBind(0, layer->texture);
11200 R_Mesh_TexMatrix(0, &layer->texmatrix);
11201 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11202 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11204 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);
11206 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);
11209 case TEXTURELAYERTYPE_TEXTURE:
11210 // singletexture unlit texture with transparency support
11211 R_Mesh_TexBind(0, layer->texture);
11212 R_Mesh_TexMatrix(0, &layer->texmatrix);
11213 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11214 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11215 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);
11217 case TEXTURELAYERTYPE_FOG:
11218 // singletexture fogging
11219 if (layer->texture)
11221 R_Mesh_TexBind(0, layer->texture);
11222 R_Mesh_TexMatrix(0, &layer->texmatrix);
11223 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11224 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11228 R_Mesh_TexBind(0, 0);
11229 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11231 // generate a color array for the fog pass
11232 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11233 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11239 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11240 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)
11242 f = 1 - RSurf_FogVertex(v);
11243 c[0] = layer->color[0];
11244 c[1] = layer->color[1];
11245 c[2] = layer->color[2];
11246 c[3] = f * layer->color[3];
11249 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11252 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11256 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11258 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11259 GL_AlphaTest(false);
11263 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11267 GL_AlphaTest(false);
11268 R_Mesh_ColorPointer(NULL, 0, 0);
11269 R_Mesh_ResetTextureState();
11270 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11272 if(rsurface.texture && rsurface.texture->currentskinframe)
11274 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11275 c[3] *= rsurface.texture->currentalpha;
11285 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11287 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11288 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11289 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11292 // brighten it up (as texture value 127 means "unlit")
11293 c[0] *= 2 * r_refdef.view.colorscale;
11294 c[1] *= 2 * r_refdef.view.colorscale;
11295 c[2] *= 2 * r_refdef.view.colorscale;
11297 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11298 c[3] *= r_wateralpha.value;
11300 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11302 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11303 GL_DepthMask(false);
11305 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11307 GL_BlendFunc(GL_ONE, GL_ONE);
11308 GL_DepthMask(false);
11310 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11312 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11313 GL_DepthMask(false);
11315 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11317 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11318 GL_DepthMask(false);
11322 GL_BlendFunc(GL_ONE, GL_ZERO);
11323 GL_DepthMask(writedepth);
11326 rsurface.lightmapcolor4f = NULL;
11328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11330 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11332 rsurface.lightmapcolor4f = NULL;
11333 rsurface.lightmapcolor4f_bufferobject = 0;
11334 rsurface.lightmapcolor4f_bufferoffset = 0;
11336 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11338 qboolean applycolor = true;
11341 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11343 r_refdef.lightmapintensity = 1;
11344 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11345 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11349 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11351 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11352 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11353 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11356 if(!rsurface.lightmapcolor4f)
11357 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11359 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11360 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11361 if(r_refdef.fogenabled)
11362 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11364 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11365 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11368 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11371 RSurf_SetupDepthAndCulling();
11372 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11374 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11377 switch (vid.renderpath)
11379 case RENDERPATH_GL20:
11380 case RENDERPATH_CGGL:
11381 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11383 case RENDERPATH_GL13:
11384 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11386 case RENDERPATH_GL11:
11387 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11393 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11396 RSurf_SetupDepthAndCulling();
11397 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11399 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11402 switch (vid.renderpath)
11404 case RENDERPATH_GL20:
11405 case RENDERPATH_CGGL:
11406 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11408 case RENDERPATH_GL13:
11409 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11411 case RENDERPATH_GL11:
11412 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11418 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11421 int texturenumsurfaces, endsurface;
11422 texture_t *texture;
11423 const msurface_t *surface;
11424 #define MAXBATCH_TRANSPARENTSURFACES 256
11425 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11427 // if the model is static it doesn't matter what value we give for
11428 // wantnormals and wanttangents, so this logic uses only rules applicable
11429 // to a model, knowing that they are meaningless otherwise
11430 if (ent == r_refdef.scene.worldentity)
11431 RSurf_ActiveWorldEntity();
11432 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11433 RSurf_ActiveModelEntity(ent, false, false, false);
11436 switch (vid.renderpath)
11438 case RENDERPATH_GL20:
11439 case RENDERPATH_CGGL:
11440 RSurf_ActiveModelEntity(ent, true, true, false);
11442 case RENDERPATH_GL13:
11443 case RENDERPATH_GL11:
11444 RSurf_ActiveModelEntity(ent, true, false, false);
11449 if (r_transparentdepthmasking.integer)
11451 qboolean setup = false;
11452 for (i = 0;i < numsurfaces;i = j)
11455 surface = rsurface.modelsurfaces + surfacelist[i];
11456 texture = surface->texture;
11457 rsurface.texture = R_GetCurrentTexture(texture);
11458 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11459 // scan ahead until we find a different texture
11460 endsurface = min(i + 1024, numsurfaces);
11461 texturenumsurfaces = 0;
11462 texturesurfacelist[texturenumsurfaces++] = surface;
11463 for (;j < endsurface;j++)
11465 surface = rsurface.modelsurfaces + surfacelist[j];
11466 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11468 texturesurfacelist[texturenumsurfaces++] = surface;
11470 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11472 // render the range of surfaces as depth
11476 GL_ColorMask(0,0,0,0);
11478 GL_DepthTest(true);
11479 GL_BlendFunc(GL_ONE, GL_ZERO);
11480 GL_DepthMask(true);
11481 GL_AlphaTest(false);
11482 R_Mesh_ColorPointer(NULL, 0, 0);
11483 R_Mesh_ResetTextureState();
11484 R_SetupShader_DepthOrShadow();
11486 RSurf_SetupDepthAndCulling();
11487 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11488 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11491 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11494 for (i = 0;i < numsurfaces;i = j)
11497 surface = rsurface.modelsurfaces + surfacelist[i];
11498 texture = surface->texture;
11499 rsurface.texture = R_GetCurrentTexture(texture);
11500 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11501 // scan ahead until we find a different texture
11502 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11503 texturenumsurfaces = 0;
11504 texturesurfacelist[texturenumsurfaces++] = surface;
11505 for (;j < endsurface;j++)
11507 surface = rsurface.modelsurfaces + surfacelist[j];
11508 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11510 texturesurfacelist[texturenumsurfaces++] = surface;
11512 // render the range of surfaces
11513 if (ent == r_refdef.scene.worldentity)
11514 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11516 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11518 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11519 GL_AlphaTest(false);
11522 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11524 // transparent surfaces get pushed off into the transparent queue
11525 int surfacelistindex;
11526 const msurface_t *surface;
11527 vec3_t tempcenter, center;
11528 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11530 surface = texturesurfacelist[surfacelistindex];
11531 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11532 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11533 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11534 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11535 if (queueentity->transparent_offset) // transparent offset
11537 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11538 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11539 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11541 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11545 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11547 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11551 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11553 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11555 RSurf_SetupDepthAndCulling();
11556 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11557 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11561 if (!rsurface.texture->currentnumlayers)
11563 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11564 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11566 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11568 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11570 RSurf_SetupDepthAndCulling();
11571 GL_AlphaTest(false);
11572 R_Mesh_ColorPointer(NULL, 0, 0);
11573 R_Mesh_ResetTextureState();
11574 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11575 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11576 GL_DepthMask(true);
11577 GL_BlendFunc(GL_ONE, GL_ZERO);
11578 GL_Color(0, 0, 0, 1);
11579 GL_DepthTest(writedepth);
11580 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11582 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11584 RSurf_SetupDepthAndCulling();
11585 GL_AlphaTest(false);
11586 R_Mesh_ColorPointer(NULL, 0, 0);
11587 R_Mesh_ResetTextureState();
11588 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11589 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11590 GL_DepthMask(true);
11591 GL_BlendFunc(GL_ONE, GL_ZERO);
11592 GL_DepthTest(true);
11593 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11596 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11597 else if (!rsurface.texture->currentnumlayers)
11599 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11601 // in the deferred case, transparent surfaces were queued during prepass
11602 if (!r_shadow_usingdeferredprepass)
11603 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11607 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11608 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11613 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11616 texture_t *texture;
11617 // break the surface list down into batches by texture and use of lightmapping
11618 for (i = 0;i < numsurfaces;i = j)
11621 // texture is the base texture pointer, rsurface.texture is the
11622 // current frame/skin the texture is directing us to use (for example
11623 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11624 // use skin 1 instead)
11625 texture = surfacelist[i]->texture;
11626 rsurface.texture = R_GetCurrentTexture(texture);
11627 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11628 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11630 // if this texture is not the kind we want, skip ahead to the next one
11631 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11635 // simply scan ahead until we find a different texture or lightmap state
11636 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11638 // render the range of surfaces
11639 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11643 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11648 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11650 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11652 RSurf_SetupDepthAndCulling();
11653 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11654 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11658 if (!rsurface.texture->currentnumlayers)
11660 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11661 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11663 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11665 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11667 RSurf_SetupDepthAndCulling();
11668 GL_AlphaTest(false);
11669 R_Mesh_ColorPointer(NULL, 0, 0);
11670 R_Mesh_ResetTextureState();
11671 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11672 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11673 GL_DepthMask(true);
11674 GL_BlendFunc(GL_ONE, GL_ZERO);
11675 GL_Color(0, 0, 0, 1);
11676 GL_DepthTest(writedepth);
11677 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11679 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11681 RSurf_SetupDepthAndCulling();
11682 GL_AlphaTest(false);
11683 R_Mesh_ColorPointer(NULL, 0, 0);
11684 R_Mesh_ResetTextureState();
11685 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11686 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11687 GL_DepthMask(true);
11688 GL_BlendFunc(GL_ONE, GL_ZERO);
11689 GL_DepthTest(true);
11690 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11692 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11693 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11694 else if (!rsurface.texture->currentnumlayers)
11696 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11698 // in the deferred case, transparent surfaces were queued during prepass
11699 if (!r_shadow_usingdeferredprepass)
11700 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11704 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11705 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11710 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11713 texture_t *texture;
11714 // break the surface list down into batches by texture and use of lightmapping
11715 for (i = 0;i < numsurfaces;i = j)
11718 // texture is the base texture pointer, rsurface.texture is the
11719 // current frame/skin the texture is directing us to use (for example
11720 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11721 // use skin 1 instead)
11722 texture = surfacelist[i]->texture;
11723 rsurface.texture = R_GetCurrentTexture(texture);
11724 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11725 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11727 // if this texture is not the kind we want, skip ahead to the next one
11728 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11732 // simply scan ahead until we find a different texture or lightmap state
11733 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11735 // render the range of surfaces
11736 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11740 float locboxvertex3f[6*4*3] =
11742 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11743 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11744 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11745 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11746 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11747 1,0,0, 0,0,0, 0,1,0, 1,1,0
11750 unsigned short locboxelements[6*2*3] =
11755 12,13,14, 12,14,15,
11756 16,17,18, 16,18,19,
11760 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11763 cl_locnode_t *loc = (cl_locnode_t *)ent;
11765 float vertex3f[6*4*3];
11767 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11768 GL_DepthMask(false);
11769 GL_DepthRange(0, 1);
11770 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11771 GL_DepthTest(true);
11772 GL_CullFace(GL_NONE);
11773 R_EntityMatrix(&identitymatrix);
11775 R_Mesh_VertexPointer(vertex3f, 0, 0);
11776 R_Mesh_ColorPointer(NULL, 0, 0);
11777 R_Mesh_ResetTextureState();
11778 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11780 i = surfacelist[0];
11781 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11782 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11783 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11784 surfacelist[0] < 0 ? 0.5f : 0.125f);
11786 if (VectorCompare(loc->mins, loc->maxs))
11788 VectorSet(size, 2, 2, 2);
11789 VectorMA(loc->mins, -0.5f, size, mins);
11793 VectorCopy(loc->mins, mins);
11794 VectorSubtract(loc->maxs, loc->mins, size);
11797 for (i = 0;i < 6*4*3;)
11798 for (j = 0;j < 3;j++, i++)
11799 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11801 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11804 void R_DrawLocs(void)
11807 cl_locnode_t *loc, *nearestloc;
11809 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11810 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11812 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11813 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11817 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11819 if (decalsystem->decals)
11820 Mem_Free(decalsystem->decals);
11821 memset(decalsystem, 0, sizeof(*decalsystem));
11824 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)
11827 tridecal_t *decals;
11830 // expand or initialize the system
11831 if (decalsystem->maxdecals <= decalsystem->numdecals)
11833 decalsystem_t old = *decalsystem;
11834 qboolean useshortelements;
11835 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11836 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11837 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)));
11838 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11839 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11840 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11841 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11842 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11843 if (decalsystem->numdecals)
11844 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11846 Mem_Free(old.decals);
11847 for (i = 0;i < decalsystem->maxdecals*3;i++)
11848 decalsystem->element3i[i] = i;
11849 if (useshortelements)
11850 for (i = 0;i < decalsystem->maxdecals*3;i++)
11851 decalsystem->element3s[i] = i;
11854 // grab a decal and search for another free slot for the next one
11855 decals = decalsystem->decals;
11856 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11857 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11859 decalsystem->freedecal = i;
11860 if (decalsystem->numdecals <= i)
11861 decalsystem->numdecals = i + 1;
11863 // initialize the decal
11865 decal->triangleindex = triangleindex;
11866 decal->surfaceindex = surfaceindex;
11867 decal->decalsequence = decalsequence;
11868 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11869 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11870 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11871 decal->color4ub[0][3] = 255;
11872 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11873 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11874 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11875 decal->color4ub[1][3] = 255;
11876 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11877 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11878 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11879 decal->color4ub[2][3] = 255;
11880 decal->vertex3f[0][0] = v0[0];
11881 decal->vertex3f[0][1] = v0[1];
11882 decal->vertex3f[0][2] = v0[2];
11883 decal->vertex3f[1][0] = v1[0];
11884 decal->vertex3f[1][1] = v1[1];
11885 decal->vertex3f[1][2] = v1[2];
11886 decal->vertex3f[2][0] = v2[0];
11887 decal->vertex3f[2][1] = v2[1];
11888 decal->vertex3f[2][2] = v2[2];
11889 decal->texcoord2f[0][0] = t0[0];
11890 decal->texcoord2f[0][1] = t0[1];
11891 decal->texcoord2f[1][0] = t1[0];
11892 decal->texcoord2f[1][1] = t1[1];
11893 decal->texcoord2f[2][0] = t2[0];
11894 decal->texcoord2f[2][1] = t2[1];
11897 extern cvar_t cl_decals_bias;
11898 extern cvar_t cl_decals_models;
11899 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11900 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)
11902 matrix4x4_t projection;
11903 decalsystem_t *decalsystem;
11906 const float *vertex3f;
11907 const msurface_t *surface;
11908 const msurface_t *surfaces;
11909 const int *surfacelist;
11910 const texture_t *texture;
11912 int numsurfacelist;
11913 int surfacelistindex;
11920 float localorigin[3];
11921 float localnormal[3];
11922 float localmins[3];
11923 float localmaxs[3];
11929 float planes[6][4];
11931 float points[2][9][3];
11935 decalsystem = &ent->decalsystem;
11936 model = ent->model;
11937 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11939 R_DecalSystem_Reset(&ent->decalsystem);
11943 if (!model->brush.data_nodes && !cl_decals_models.integer)
11945 if (decalsystem->model)
11946 R_DecalSystem_Reset(decalsystem);
11950 if (decalsystem->model != model)
11951 R_DecalSystem_Reset(decalsystem);
11952 decalsystem->model = model;
11954 RSurf_ActiveModelEntity(ent, false, false, false);
11956 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11957 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11958 VectorNormalize(localnormal);
11959 localsize = worldsize*rsurface.inversematrixscale;
11960 localmins[0] = localorigin[0] - localsize;
11961 localmins[1] = localorigin[1] - localsize;
11962 localmins[2] = localorigin[2] - localsize;
11963 localmaxs[0] = localorigin[0] + localsize;
11964 localmaxs[1] = localorigin[1] + localsize;
11965 localmaxs[2] = localorigin[2] + localsize;
11967 //VectorCopy(localnormal, planes[4]);
11968 //VectorVectors(planes[4], planes[2], planes[0]);
11969 AnglesFromVectors(angles, localnormal, NULL, false);
11970 AngleVectors(angles, planes[0], planes[2], planes[4]);
11971 VectorNegate(planes[0], planes[1]);
11972 VectorNegate(planes[2], planes[3]);
11973 VectorNegate(planes[4], planes[5]);
11974 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11975 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11976 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11977 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11978 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11979 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11984 matrix4x4_t forwardprojection;
11985 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11986 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11991 float projectionvector[4][3];
11992 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11993 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11994 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11995 projectionvector[0][0] = planes[0][0] * ilocalsize;
11996 projectionvector[0][1] = planes[1][0] * ilocalsize;
11997 projectionvector[0][2] = planes[2][0] * ilocalsize;
11998 projectionvector[1][0] = planes[0][1] * ilocalsize;
11999 projectionvector[1][1] = planes[1][1] * ilocalsize;
12000 projectionvector[1][2] = planes[2][1] * ilocalsize;
12001 projectionvector[2][0] = planes[0][2] * ilocalsize;
12002 projectionvector[2][1] = planes[1][2] * ilocalsize;
12003 projectionvector[2][2] = planes[2][2] * ilocalsize;
12004 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12005 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12006 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12007 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12011 dynamic = model->surfmesh.isanimated;
12012 vertex3f = rsurface.modelvertex3f;
12013 numsurfacelist = model->nummodelsurfaces;
12014 surfacelist = model->sortedmodelsurfaces;
12015 surfaces = model->data_surfaces;
12016 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12018 surfaceindex = surfacelist[surfacelistindex];
12019 surface = surfaces + surfaceindex;
12020 // check cull box first because it rejects more than any other check
12021 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12023 // skip transparent surfaces
12024 texture = surface->texture;
12025 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12027 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12029 numtriangles = surface->num_triangles;
12030 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12032 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12034 index = 3*e[cornerindex];
12035 VectorCopy(vertex3f + index, v[cornerindex]);
12038 //TriangleNormal(v[0], v[1], v[2], normal);
12039 //if (DotProduct(normal, localnormal) < 0.0f)
12041 // clip by each of the box planes formed from the projection matrix
12042 // if anything survives, we emit the decal
12043 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]);
12046 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]);
12049 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]);
12052 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]);
12055 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]);
12058 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]);
12061 // some part of the triangle survived, so we have to accept it...
12064 // dynamic always uses the original triangle
12066 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12068 index = 3*e[cornerindex];
12069 VectorCopy(vertex3f + index, v[cornerindex]);
12072 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12074 // convert vertex positions to texcoords
12075 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12076 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12077 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12078 // calculate distance fade from the projection origin
12079 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12080 f = bound(0.0f, f, 1.0f);
12081 c[cornerindex][0] = r * f;
12082 c[cornerindex][1] = g * f;
12083 c[cornerindex][2] = b * f;
12084 c[cornerindex][3] = 1.0f;
12085 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12088 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);
12090 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12091 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);
12096 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12097 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)
12099 int renderentityindex;
12100 float worldmins[3];
12101 float worldmaxs[3];
12102 entity_render_t *ent;
12104 if (!cl_decals_newsystem.integer)
12107 worldmins[0] = worldorigin[0] - worldsize;
12108 worldmins[1] = worldorigin[1] - worldsize;
12109 worldmins[2] = worldorigin[2] - worldsize;
12110 worldmaxs[0] = worldorigin[0] + worldsize;
12111 worldmaxs[1] = worldorigin[1] + worldsize;
12112 worldmaxs[2] = worldorigin[2] + worldsize;
12114 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12116 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12118 ent = r_refdef.scene.entities[renderentityindex];
12119 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12122 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12126 typedef struct r_decalsystem_splatqueue_s
12128 vec3_t worldorigin;
12129 vec3_t worldnormal;
12135 r_decalsystem_splatqueue_t;
12137 int r_decalsystem_numqueued = 0;
12138 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12140 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)
12142 r_decalsystem_splatqueue_t *queue;
12144 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12147 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12148 VectorCopy(worldorigin, queue->worldorigin);
12149 VectorCopy(worldnormal, queue->worldnormal);
12150 Vector4Set(queue->color, r, g, b, a);
12151 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12152 queue->worldsize = worldsize;
12153 queue->decalsequence = cl.decalsequence++;
12156 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12159 r_decalsystem_splatqueue_t *queue;
12161 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12162 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);
12163 r_decalsystem_numqueued = 0;
12166 extern cvar_t cl_decals_max;
12167 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12170 decalsystem_t *decalsystem = &ent->decalsystem;
12177 if (!decalsystem->numdecals)
12180 if (r_showsurfaces.integer)
12183 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12185 R_DecalSystem_Reset(decalsystem);
12189 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12190 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12192 if (decalsystem->lastupdatetime)
12193 frametime = (cl.time - decalsystem->lastupdatetime);
12196 decalsystem->lastupdatetime = cl.time;
12197 decal = decalsystem->decals;
12198 numdecals = decalsystem->numdecals;
12200 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12202 if (decal->color4ub[0][3])
12204 decal->lived += frametime;
12205 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12207 memset(decal, 0, sizeof(*decal));
12208 if (decalsystem->freedecal > i)
12209 decalsystem->freedecal = i;
12213 decal = decalsystem->decals;
12214 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12217 // collapse the array by shuffling the tail decals into the gaps
12220 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12221 decalsystem->freedecal++;
12222 if (decalsystem->freedecal == numdecals)
12224 decal[decalsystem->freedecal] = decal[--numdecals];
12227 decalsystem->numdecals = numdecals;
12229 if (numdecals <= 0)
12231 // if there are no decals left, reset decalsystem
12232 R_DecalSystem_Reset(decalsystem);
12236 extern skinframe_t *decalskinframe;
12237 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12240 decalsystem_t *decalsystem = &ent->decalsystem;
12249 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12252 numdecals = decalsystem->numdecals;
12256 if (r_showsurfaces.integer)
12259 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12261 R_DecalSystem_Reset(decalsystem);
12265 // if the model is static it doesn't matter what value we give for
12266 // wantnormals and wanttangents, so this logic uses only rules applicable
12267 // to a model, knowing that they are meaningless otherwise
12268 if (ent == r_refdef.scene.worldentity)
12269 RSurf_ActiveWorldEntity();
12271 RSurf_ActiveModelEntity(ent, false, false, false);
12273 decalsystem->lastupdatetime = cl.time;
12274 decal = decalsystem->decals;
12276 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12278 // update vertex positions for animated models
12279 v3f = decalsystem->vertex3f;
12280 c4f = decalsystem->color4f;
12281 t2f = decalsystem->texcoord2f;
12282 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12284 if (!decal->color4ub[0][3])
12287 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12290 // update color values for fading decals
12291 if (decal->lived >= cl_decals_time.value)
12293 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12294 alpha *= (1.0f/255.0f);
12297 alpha = 1.0f/255.0f;
12299 c4f[ 0] = decal->color4ub[0][0] * alpha;
12300 c4f[ 1] = decal->color4ub[0][1] * alpha;
12301 c4f[ 2] = decal->color4ub[0][2] * alpha;
12303 c4f[ 4] = decal->color4ub[1][0] * alpha;
12304 c4f[ 5] = decal->color4ub[1][1] * alpha;
12305 c4f[ 6] = decal->color4ub[1][2] * alpha;
12307 c4f[ 8] = decal->color4ub[2][0] * alpha;
12308 c4f[ 9] = decal->color4ub[2][1] * alpha;
12309 c4f[10] = decal->color4ub[2][2] * alpha;
12312 t2f[0] = decal->texcoord2f[0][0];
12313 t2f[1] = decal->texcoord2f[0][1];
12314 t2f[2] = decal->texcoord2f[1][0];
12315 t2f[3] = decal->texcoord2f[1][1];
12316 t2f[4] = decal->texcoord2f[2][0];
12317 t2f[5] = decal->texcoord2f[2][1];
12319 // update vertex positions for animated models
12320 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12322 e = rsurface.modelelement3i + 3*decal->triangleindex;
12323 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12324 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12325 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12329 VectorCopy(decal->vertex3f[0], v3f);
12330 VectorCopy(decal->vertex3f[1], v3f + 3);
12331 VectorCopy(decal->vertex3f[2], v3f + 6);
12334 if (r_refdef.fogenabled)
12336 alpha = RSurf_FogVertex(v3f);
12337 VectorScale(c4f, alpha, c4f);
12338 alpha = RSurf_FogVertex(v3f + 3);
12339 VectorScale(c4f + 4, alpha, c4f + 4);
12340 alpha = RSurf_FogVertex(v3f + 6);
12341 VectorScale(c4f + 8, alpha, c4f + 8);
12352 r_refdef.stats.drawndecals += numtris;
12354 // now render the decals all at once
12355 // (this assumes they all use one particle font texture!)
12356 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);
12357 R_Mesh_ResetTextureState();
12358 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12359 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12360 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12361 GL_DepthMask(false);
12362 GL_DepthRange(0, 1);
12363 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12364 GL_DepthTest(true);
12365 GL_CullFace(GL_NONE);
12366 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12367 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12368 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12372 static void R_DrawModelDecals(void)
12376 // fade faster when there are too many decals
12377 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12378 for (i = 0;i < r_refdef.scene.numentities;i++)
12379 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12381 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12382 for (i = 0;i < r_refdef.scene.numentities;i++)
12383 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12384 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12386 R_DecalSystem_ApplySplatEntitiesQueue();
12388 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12389 for (i = 0;i < r_refdef.scene.numentities;i++)
12390 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12392 r_refdef.stats.totaldecals += numdecals;
12394 if (r_showsurfaces.integer)
12397 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12399 for (i = 0;i < r_refdef.scene.numentities;i++)
12401 if (!r_refdef.viewcache.entityvisible[i])
12403 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12404 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12408 extern cvar_t mod_collision_bih;
12409 void R_DrawDebugModel(void)
12411 entity_render_t *ent = rsurface.entity;
12412 int i, j, k, l, flagsmask;
12413 const msurface_t *surface;
12414 dp_model_t *model = ent->model;
12417 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12419 R_Mesh_ColorPointer(NULL, 0, 0);
12420 R_Mesh_ResetTextureState();
12421 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12422 GL_DepthRange(0, 1);
12423 GL_DepthTest(!r_showdisabledepthtest.integer);
12424 GL_DepthMask(false);
12425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12427 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12431 qboolean cullbox = ent == r_refdef.scene.worldentity;
12432 const q3mbrush_t *brush;
12433 const bih_t *bih = &model->collision_bih;
12434 const bih_leaf_t *bihleaf;
12435 float vertex3f[3][3];
12436 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12438 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12440 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12442 switch (bihleaf->type)
12445 brush = model->brush.data_brushes + bihleaf->itemindex;
12446 if (brush->colbrushf && brush->colbrushf->numtriangles)
12448 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12449 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12450 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12453 case BIH_COLLISIONTRIANGLE:
12454 triangleindex = bihleaf->itemindex;
12455 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12456 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12457 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12458 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12459 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12460 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12462 case BIH_RENDERTRIANGLE:
12463 triangleindex = bihleaf->itemindex;
12464 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12465 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12466 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12467 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12468 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12469 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12475 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12477 if (r_showtris.integer || r_shownormals.integer)
12479 if (r_showdisabledepthtest.integer)
12481 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12482 GL_DepthMask(false);
12486 GL_BlendFunc(GL_ONE, GL_ZERO);
12487 GL_DepthMask(true);
12489 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12491 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12493 rsurface.texture = R_GetCurrentTexture(surface->texture);
12494 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12496 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12497 if (r_showtris.value > 0)
12499 if (!rsurface.texture->currentlayers->depthmask)
12500 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12501 else if (ent == r_refdef.scene.worldentity)
12502 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12504 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12505 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12506 R_Mesh_ColorPointer(NULL, 0, 0);
12507 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12508 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12509 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12510 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);
12511 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12514 if (r_shownormals.value < 0)
12516 qglBegin(GL_LINES);
12517 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12519 VectorCopy(rsurface.vertex3f + l * 3, v);
12520 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12521 qglVertex3f(v[0], v[1], v[2]);
12522 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12523 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12524 qglVertex3f(v[0], v[1], v[2]);
12529 if (r_shownormals.value > 0)
12531 qglBegin(GL_LINES);
12532 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12534 VectorCopy(rsurface.vertex3f + l * 3, v);
12535 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12536 qglVertex3f(v[0], v[1], v[2]);
12537 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12538 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12539 qglVertex3f(v[0], v[1], v[2]);
12543 qglBegin(GL_LINES);
12544 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12546 VectorCopy(rsurface.vertex3f + l * 3, v);
12547 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12548 qglVertex3f(v[0], v[1], v[2]);
12549 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12550 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12551 qglVertex3f(v[0], v[1], v[2]);
12555 qglBegin(GL_LINES);
12556 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12558 VectorCopy(rsurface.vertex3f + l * 3, v);
12559 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12560 qglVertex3f(v[0], v[1], v[2]);
12561 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12562 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12563 qglVertex3f(v[0], v[1], v[2]);
12570 rsurface.texture = NULL;
12574 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12575 int r_maxsurfacelist = 0;
12576 const msurface_t **r_surfacelist = NULL;
12577 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12579 int i, j, endj, flagsmask;
12580 dp_model_t *model = r_refdef.scene.worldmodel;
12581 msurface_t *surfaces;
12582 unsigned char *update;
12583 int numsurfacelist = 0;
12587 if (r_maxsurfacelist < model->num_surfaces)
12589 r_maxsurfacelist = model->num_surfaces;
12591 Mem_Free((msurface_t**)r_surfacelist);
12592 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12595 RSurf_ActiveWorldEntity();
12597 surfaces = model->data_surfaces;
12598 update = model->brushq1.lightmapupdateflags;
12600 // update light styles on this submodel
12601 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12603 model_brush_lightstyleinfo_t *style;
12604 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12606 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12608 int *list = style->surfacelist;
12609 style->value = r_refdef.scene.lightstylevalue[style->style];
12610 for (j = 0;j < style->numsurfaces;j++)
12611 update[list[j]] = true;
12616 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12620 R_DrawDebugModel();
12621 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12625 rsurface.uselightmaptexture = false;
12626 rsurface.texture = NULL;
12627 rsurface.rtlight = NULL;
12628 numsurfacelist = 0;
12629 // add visible surfaces to draw list
12630 for (i = 0;i < model->nummodelsurfaces;i++)
12632 j = model->sortedmodelsurfaces[i];
12633 if (r_refdef.viewcache.world_surfacevisible[j])
12634 r_surfacelist[numsurfacelist++] = surfaces + j;
12636 // update lightmaps if needed
12637 if (model->brushq1.firstrender)
12639 model->brushq1.firstrender = false;
12640 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12642 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12646 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12647 if (r_refdef.viewcache.world_surfacevisible[j])
12649 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12651 // don't do anything if there were no surfaces
12652 if (!numsurfacelist)
12654 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12657 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12658 GL_AlphaTest(false);
12660 // add to stats if desired
12661 if (r_speeds.integer && !skysurfaces && !depthonly)
12663 r_refdef.stats.world_surfaces += numsurfacelist;
12664 for (j = 0;j < numsurfacelist;j++)
12665 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12668 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12671 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12673 int i, j, endj, flagsmask;
12674 dp_model_t *model = ent->model;
12675 msurface_t *surfaces;
12676 unsigned char *update;
12677 int numsurfacelist = 0;
12681 if (r_maxsurfacelist < model->num_surfaces)
12683 r_maxsurfacelist = model->num_surfaces;
12685 Mem_Free((msurface_t **)r_surfacelist);
12686 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12689 // if the model is static it doesn't matter what value we give for
12690 // wantnormals and wanttangents, so this logic uses only rules applicable
12691 // to a model, knowing that they are meaningless otherwise
12692 if (ent == r_refdef.scene.worldentity)
12693 RSurf_ActiveWorldEntity();
12694 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12695 RSurf_ActiveModelEntity(ent, false, false, false);
12697 RSurf_ActiveModelEntity(ent, true, true, true);
12698 else if (depthonly)
12700 switch (vid.renderpath)
12702 case RENDERPATH_GL20:
12703 case RENDERPATH_CGGL:
12704 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12706 case RENDERPATH_GL13:
12707 case RENDERPATH_GL11:
12708 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12714 switch (vid.renderpath)
12716 case RENDERPATH_GL20:
12717 case RENDERPATH_CGGL:
12718 RSurf_ActiveModelEntity(ent, true, true, false);
12720 case RENDERPATH_GL13:
12721 case RENDERPATH_GL11:
12722 RSurf_ActiveModelEntity(ent, true, false, false);
12727 surfaces = model->data_surfaces;
12728 update = model->brushq1.lightmapupdateflags;
12730 // update light styles
12731 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12733 model_brush_lightstyleinfo_t *style;
12734 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12736 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12738 int *list = style->surfacelist;
12739 style->value = r_refdef.scene.lightstylevalue[style->style];
12740 for (j = 0;j < style->numsurfaces;j++)
12741 update[list[j]] = true;
12746 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12750 R_DrawDebugModel();
12751 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12755 rsurface.uselightmaptexture = false;
12756 rsurface.texture = NULL;
12757 rsurface.rtlight = NULL;
12758 numsurfacelist = 0;
12759 // add visible surfaces to draw list
12760 for (i = 0;i < model->nummodelsurfaces;i++)
12761 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12762 // don't do anything if there were no surfaces
12763 if (!numsurfacelist)
12765 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12768 // update lightmaps if needed
12772 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12777 R_BuildLightMap(ent, surfaces + j);
12782 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12784 R_BuildLightMap(ent, surfaces + j);
12785 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12786 GL_AlphaTest(false);
12788 // add to stats if desired
12789 if (r_speeds.integer && !skysurfaces && !depthonly)
12791 r_refdef.stats.entities_surfaces += numsurfacelist;
12792 for (j = 0;j < numsurfacelist;j++)
12793 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12796 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12799 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12801 static texture_t texture;
12802 static msurface_t surface;
12803 const msurface_t *surfacelist = &surface;
12805 // fake enough texture and surface state to render this geometry
12807 texture.update_lastrenderframe = -1; // regenerate this texture
12808 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12809 texture.currentskinframe = skinframe;
12810 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12811 texture.offsetmapping = OFFSETMAPPING_OFF;
12812 texture.offsetscale = 1;
12813 texture.specularscalemod = 1;
12814 texture.specularpowermod = 1;
12816 surface.texture = &texture;
12817 surface.num_triangles = numtriangles;
12818 surface.num_firsttriangle = firsttriangle;
12819 surface.num_vertices = numvertices;
12820 surface.num_firstvertex = firstvertex;
12823 rsurface.texture = R_GetCurrentTexture(surface.texture);
12824 rsurface.uselightmaptexture = false;
12825 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12828 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)
12830 static msurface_t surface;
12831 const msurface_t *surfacelist = &surface;
12833 // fake enough texture and surface state to render this geometry
12835 surface.texture = texture;
12836 surface.num_triangles = numtriangles;
12837 surface.num_firsttriangle = firsttriangle;
12838 surface.num_vertices = numvertices;
12839 surface.num_firstvertex = firstvertex;
12842 rsurface.texture = R_GetCurrentTexture(surface.texture);
12843 rsurface.uselightmaptexture = false;
12844 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);